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Render
/**
* Completes after the runtime's next render commits. The runtime batches
* renders to `requestAnimationFrame`, so a Command, Subscription, or other
* Effect that runs immediately after a dirtying Message would otherwise
* query the DOM before the matching VDOM patch has applied. Yield this
* before any DOM read or write whose target was just brought into existence
* (or moved, or had its attributes changed) by the same Message.
*
* The `Dom` helpers (`focus`, `clickElement`, `scrollIntoView`, etc.)
* already gate themselves with this internally; reach for `afterCommit`
* directly when building custom Commands or DOM-observing Subscriptions
* that need the same guarantee.
*
* When the runtime has a patch outstanding, this waits for that patch and
* nothing else, so it holds even when the frame renders inside a View
* Transition and the browser decides when the patch applies. With nothing
* outstanding the DOM already matches the Model, and this yields one frame
* to the browser.
*/
const afterCommit: Effect.Effect<void>/**
* Completes after the prior state has been painted to the screen. Waits for
* the runtime's next commit and then one further animation frame, which
* resumes once that commit's paint is visible. Use this for CSS transition
* orchestration where the from-state must be displayed before the to-state
* changes are applied, otherwise the browser collapses both states into a
* single frame and the transition does not play.
*/
const afterPaint: Effect.Effect<void>