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# POSIX Piped Input in FTXUI
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## What is a POSIX Pipe?
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A POSIX pipe is a way for two separate programs to communicate. One program sends its output directly as input to another program. Think of it like a one-way tube for data.
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**Example:**
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Imagine you want to list files and then filter them interactively.
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- `ls`: Lists files.
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- `interactive_grep`: An FTXUI application that filters text and lets you type.
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You can connect them with a pipe (`|`):
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```bash
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ls -l | interactive_grep
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```
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Here's what happens:
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1. `ls -l` lists files with details.
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2. The `|` sends this list directly to `interactive_grep`.
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3. `interactive_grep` receives the list and displays it. Because it's an FTXUI app, you can then type to filter the list, even though it received initial data from `ls`.
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## How FTXUI Handles Piped Input
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Now that you understand what a POSIX pipe is, let's look at how FTXUI uses them.
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FTXUI lets your application read data from other programs (like from a pipe) while still allowing you to use your keyboard for interaction. This is useful for interactive command-line tools that process data.
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Normally, FTXUI applications receive all input from `stdin`. However, when FTXUI detects that `stdin` is connected to the output of a pipe (meaning data is being piped into your application), it automatically switches to reading interactive keyboard input from `/dev/tty`. This ensures that your application can still receive user input even while processing piped data.
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This feature is **turned on by default**.
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If your FTXUI application needs to read piped data and also respond to keyboard input, you typically don't need to do anything special:
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```cpp
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auto screen = ScreenInteractive::Fullscreen();
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// screen.HandlePipedInput(true); // This is enabled by default
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screen.Loop(component);
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```
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**Note:** This feature works only on Linux and macOS. It does nothing on Windows.
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## Turning Off Piped Input
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If you don't need this feature, or if it conflicts with your custom input handling, you can turn it off.
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To disable it, call `HandlePipedInput(false)` before starting your application's main loop:
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```cpp
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auto screen = ScreenInteractive::Fullscreen();
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screen.HandlePipedInput(false); // Turn off piped input handling
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screen.Loop(component);
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```
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