A signal, also called a behavior, is a time-varying value in functional reactive programming. When another value depends on it, that dependent value updates automatically as the signal changes. section 2.1.2
Events can be represented as signals because they may occur, change, repeat, or disappear over time. Logic can be bound to a signal as a reaction, allowing signals and actions to form a reactive network. section 2.1.2
Reactive streams serve similar goals but model continuous time-ordered event streams that can be mapped, merged, divided, and zipped. Signals instead emphasize time-dependent values and automatically updated dependencies. section 2.1.2









