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hooks vs class

Hooks vs Class

React 释放 hooks 已经半年了,从 hooks 刚刚释放的时候我就开始关注,并且就开始去尝试使用它。 从释放到现在 hooks 刚过不少, 内部源码至少改了两三次, 那为什么要写这篇文章呢 ? 是因为一次偶然的事情引发的。 有一天渊虹老哥抱着电脑对我说, 你看我这个表单的提交时间就是在调用 onSubmit 的时候有点延迟啊, 这是为什么呀? 我试了一下果然是这样, 很奇怪了,为什么会这样呢 ? 于是我想到的第一个问题就是难道我把同步当做异步处理导致的? 还是有可能的啊,于是我在群里问了这样的一个问题 0fc339b7 756155c1 于是我就在第二天跑了一下,试试同步当做异步处理的话,会造成多少的延迟。当数量小于100个时候,简单的函数同步异步时间基本一致,1000个的时候时间就有一些小的差距了, 10000 个的时候差距非常明显, 所以必要的时候,同步还是同步,不要当做异步来处理了, 那一个 form 内部超过 100 个校验函数基本不可能,所以这个方面我就忽略了, 那会不会是另外一种可能呢?

render 时间长且次数多导致的延迟

再一次分析了渊虹老哥的代码,发现在提交表单的时候,render 了四次,于是我去查了下源码,发现这四次分别是,校验设置错误 => 设置提交状态 => 设置表单是否有效 => 设置提交次数, 然后在调用 onSubmit, 哎呀这个地方有有待修改的,比如可以改成这样 设置提交状态 => 如果有效,调用 onSubmit 在设置有效状态和提交次数。 否则在 设置错误和状态, 这样呢就能保证 onSubmit 的提交只有一次 setState 的操作,看下代码的截图

之前的提交

d97dca23

修改后的提交

fc8f38a3

这样在 onSubmit 之前就会调用的很快, 即使 render 很耗时

那肯定会有人提出来这样的问题, render 时间长这个是业务代码中的问题导致的, 那么 render 次数过多这是为什么呢?为什么这里会 render 这么多次呢 ?那从这里就引起今天这个话题了? class vs hooks

代码点击这里 => hooks vs class - CodeSandbox

最简单的就是在事件中来测试区别。hooks and classincrease 事件都是同步的,我们在点击 increasement 的按钮的时候打开控制台看下输出是什么

45965b8f

可以看到 console 的顺序是先输出了事件调用中的 console, 在输出了 render 中的 console, 这个大家都是知道的, setState异步的 , 修改下代码,在这个事件函数里多次 setState 会怎么样呢?结果输出还是一样呢?对于这样是为什么,可以看官网以及setState解析, 在点击 increaseBy 按钮,这个和 decrease 是一样的, 所以我们只取一个来分析, 点击 increaseBy 按钮后看下控制台的输出

class 中的 increase

increaseBy = number => {
  setTimeout(() => {
    this.setState({ count: this.state.count + number });
    this.setState({ count: this.state.count + number });
    this.setState({ count: this.state.count + number });
    this.setState({ count: this.state.count + number });
    console.log("fire increaseBy class", this.state.count);
  }, 1000);
};

hooks 中的 increase

const increaseBy = number => {
  setTimeout(() => {
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    console.log("fire increaseBy hook", count);
  }, 1000);
};

看下控制台的输出

e5a1163b

hooks render 的次数是两次,然而在 class 中 render 了 四次,这是为什么呢?看起来很奇怪是不是。那我们不妨在 hooks 中在增加几个看看怎么样?

const increaseBy = number => {
  setTimeout(() => {
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    console.log("fire increaseBy hook", count);
  }, 1000);
};

在看下控制台的输出

2e4c8768

完全一样,那我们不妨修改下,在 hooks 中每次都设置不一样的值看看会发生什么

const increaseBy = number => {
  setTimeout(() => {
    setCount(1);
    setCount(2);
    setCount(3);
    setCount(4);
    console.log("fire increaseBy hook", count);
  }, 1000);
};

输出如下

47307b50

这次是一致了对不对, 都是 render 了4次后才调用 console 的,至于在 class 中为什么表现是这样的看上面的文章

那在 hooks 中为什么会表现的如此不一致呢? 官网也贴了出来

dccae51f

会用 Objest.is 会进行比较,如果认为是一样的,那么就会 bailout, 有的人可能会和我有一样的想法,当初我在看这个时候,我觉得在调用第二次 render 的时候就知道是一样的了,那应该不会在到 commit 阶段了吧。我们不妨来试试

hooks 加上这段代码

 useEffect(() => {
  console.log("update hook");
});

在 class 中也加上这段代码

componentDidUpdate() {
  console.log("update class");
}

hooks 中的 increase

const increaseBy = number => {
  setTimeout(() => {
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    setCount(count + number);
    console.log("fire increaseBy hook", count);
  }, 1000);
};

class 中的 increase

increaseBy = number => {
  setTimeout(() => {
    this.setState({ count: this.state.count + number });
    this.setState({ count: this.state.count + number });
    this.setState({ count: this.state.count + number });
    this.setState({ count: this.state.count + number });
    console.log("fire increaseBy class", this.state.count);
  }, 1000);
};

此时在点击 increaseBy 按钮看下输出如何?

77290f12

果真是这样的, 在 hooks 中第二次执行 render 并不会在去执行 commit 了,只在第一次 render 的时候执行了 commit, 然而 class 中却每次都执行了。

有的同学会问执行 setCount 的时候内部源码肯定都会去执行, 那为啥不是 4render一次 commit 呢 ?那我们来看下源码为什么会出现这种情况?

调用 setCount 的时候会调用源码中的 dispatch函数,在第一次调用的时候

setCount(count + number);

count + number = 2 结果是 2 不等于上一次的 0, 所以会走到 updateReducer, 在 updateReducer 里面会进行比较

if (!is(_newState, hook.memoizedState)) {
    markWorkInProgressReceivedUpdate();
  }

如果不相同会如何, 会进行标记 didReceiveUpdate, 把 didReceiveUpdate 标记为 true

function markWorkInProgressReceivedUpdate() {
  didReceiveUpdate = true;
}

如果为 true,会进行更新。对于 didReceiveUpdate 的其他标记是在 beginWork 函数中.

function beginWork(current$$1, workInProgress, renderExpirationTime) {
  var updateExpirationTime = workInProgress.expirationTime;

  if (current$$1 !== null) {
    var oldProps = current$$1.memoizedProps;
    var newProps = workInProgress.pendingProps;

    if (oldProps !== newProps || hasContextChanged()) {
      // If props or context changed, mark the fiber as having performed work.
      // This may be unset if the props are determined to be equal later (memo).
      didReceiveUpdate = true;
    } else if (updateExpirationTime < renderExpirationTime) {
      didReceiveUpdate = false;

这是第一次 setCount, 当第二次 setCount 的时候, didReceiveUpdatefalse, 会走下面这段代码

if (current$$1 !== null && !didReceiveUpdate) {
    bailoutHooks(current$$1, workInProgress, renderExpirationTime);
    return bailoutOnAlreadyFinishedWork(current$$1, workInProgress, renderExpirationTime);
  }

这段代码在好几处都有, 其中一处就是在 updateFunctionComponent 这个函数中。那么 bailoutHooks 做了什么 ?

function bailoutHooks(current, workInProgress, expirationTime) {
  workInProgress.updateQueue = current.updateQueue;
  workInProgress.effectTag &= ~(Passive | Update);
  if (current.expirationTime <= expirationTime) {
    current.expirationTime = NoWork;
  }
}

WIPupdateQueue 更新为 currentupdateQueue

bailoutOnAlreadyFinishedWork

function bailoutOnAlreadyFinishedWork(current$$1, workInProgress, renderExpirationTime) {
  cancelWorkTimer(workInProgress);

  if (current$$1 !== null) {
    // Reuse previous context list
    workInProgress.contextDependencies = current$$1.contextDependencies;
  }

  if (enableProfilerTimer) {
    // Don't update "base" render times for bailouts.
    stopProfilerTimerIfRunning(workInProgress);
  }

  // Check if the children have any pending work.
  var childExpirationTime = workInProgress.childExpirationTime;
  if (childExpirationTime < renderExpirationTime) {
    // The children don't have any work either. We can skip them.
    // TODO: Once we add back resuming, we should check if the children are
    // a work-in-progress set. If so, we need to transfer their effects.
    return null;
  } else {
    // This fiber doesn't have work, but its subtree does. Clone the child
    // fibers and continue.
    cloneChildFibers(current$$1, workInProgress);
    return workInProgress.child;
  }
}

当执行到第三次 setCount 的时候, 会被直接 return 代码在 dispatchAction 中, 因为在 queue.dispatch 绑定了 dispatchAction

function dispatchAction(fiber, queue, action) {
  !(numberOfReRenders < RE_RENDER_LIMIT) ? invariant(false, 'Too many re-renders. React limits the number of renders to prevent an infinite loop.') : void 0;

  {
    !(arguments.length <= 3) ? warning$1(false, "State updates from the useState() and useReducer() Hooks don't support the " + 'second callback argument. To execute a side effect after ' + 'rendering, declare it in the component body with useEffect().') : void 0;
  }

  var alternate = fiber.alternate;
  if (fiber === currentlyRenderingFiber$1 || alternate !== null && alternate === currentlyRenderingFiber$1) {
    // This is a render phase update. Stash it in a lazily-created map of
    // queue -> linked list of updates. After this render pass, we'll restart
    // and apply the stashed updates on top of the work-in-progress hook.
    didScheduleRenderPhaseUpdate = true;
    var update = {
      expirationTime: renderExpirationTime,
      action: action,
      eagerReducer: null,
      eagerState: null,
      next: null
    };
    if (renderPhaseUpdates === null) {
      renderPhaseUpdates = new Map();
    }
    var firstRenderPhaseUpdate = renderPhaseUpdates.get(queue);
    if (firstRenderPhaseUpdate === undefined) {
      renderPhaseUpdates.set(queue, update);
    } else {
      // Append the update to the end of the list.
      var lastRenderPhaseUpdate = firstRenderPhaseUpdate;
      while (lastRenderPhaseUpdate.next !== null) {
        lastRenderPhaseUpdate = lastRenderPhaseUpdate.next;
      }
      lastRenderPhaseUpdate.next = update;
    }
  } else {
    flushPassiveEffects();

    var currentTime = requestCurrentTime();
    var _expirationTime = computeExpirationForFiber(currentTime, fiber);

    var _update2 = {
      expirationTime: _expirationTime,
      action: action,
      eagerReducer: null,
      eagerState: null,
      next: null
    };

    // Append the update to the end of the list.
    var _last = queue.last;
    if (_last === null) {
      // This is the first update. Create a circular list.
      _update2.next = _update2;
    } else {
      var first = _last.next;
      if (first !== null) {
        // Still circular.
        _update2.next = first;
      }
      _last.next = _update2;
    }
    queue.last = _update2;

    if (fiber.expirationTime === NoWork && (alternate === null || alternate.expirationTime === NoWork)) {
      // The queue is currently empty, which means we can eagerly compute the
      // next state before entering the render phase. If the new state is the
      // same as the current state, we may be able to bail out entirely.
      var _lastRenderedReducer = queue.lastRenderedReducer;
      if (_lastRenderedReducer !== null) {
        var prevDispatcher = void 0;
        {
          prevDispatcher = ReactCurrentDispatcher$1.current;
          ReactCurrentDispatcher$1.current = InvalidNestedHooksDispatcherOnUpdateInDEV;
        }
        try {
          var currentState = queue.lastRenderedState;
          var _eagerState = _lastRenderedReducer(currentState, action);
          // Stash the eagerly computed state, and the reducer used to compute
          // it, on the update object. If the reducer hasn't changed by the
          // time we enter the render phase, then the eager state can be used
          // without calling the reducer again.
          _update2.eagerReducer = _lastRenderedReducer;
          _update2.eagerState = _eagerState;
          if (is(_eagerState, currentState)) {
            console.log('直接退出')
            // Fast path. We can bail out without scheduling React to re-render.
            // It's still possible that we'll need to rebase this update later,
            // if the component re-renders for a different reason and by that
            // time the reducer has changed.
            return;
          }
        } catch (error) {
          // Suppress the error. It will throw again in the render phase.
        } finally {
          {
            ReactCurrentDispatcher$1.current = prevDispatcher;
          }
        }
      }
    }
    {
      if (shouldWarnForUnbatchedSetState === true) {
        warnIfNotCurrentlyBatchingInDev(fiber);
      }
    }
    scheduleWork(fiber, _expirationTime);
  }
}

_lastRenderedReducer 就是 basicStateReducer

function basicStateReducer(state, action) {
    return typeof action === 'function' ? action(state) : action;
  }

第三第四次会在这个判断语句里退出。

 if (is(_eagerState, currentState)) {
            // Fast path. We can bail out without scheduling React to re-render.
            // It's still possible that we'll need to rebase this update later,
            // if the component re-renders for a different reason and by that
            // time the reducer has changed.
            return;
          }

那么第二次为什么不在这里退出呢 ? 在第二次这里的语句是 false

if (fiber.expirationTime === NoWork && (alternate === null || alternate.expirationTime === NoWork)) 

追溯下内部的调用, 在第二次的时候 fiber.expirationTime !== NoWork, 所以这个判断语句就不会走, 那么第三次为什么又相等了呢?再一次看下 bailoutHooks 函数

function bailoutHooks(current, workInProgress, expirationTime) {
  workInProgress.updateQueue = current.updateQueue;
  workInProgress.effectTag &= ~(Passive | Update);
  if (current.expirationTime <= expirationTime) {
    current.expirationTime = NoWork;
  }
}

current.expirationTime = NoWork; 进行了赋值。所以这就是整个过程了。

总结

classhooks 中基本保持一致, 但是 hooks 中会做一层 Object.is 的判断, 所以在进行状态更新的时候, 需要注意下这点。还有在异步调用中, hooks 也无法拿到最新的值, 因为在一个函数中, 每次 render 都是新的函数, 所以输出的都是之前的值, 这个点要注意一下。这个可以参考 Dan 的博客 A Complete Guide to useEffect

查看代码

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