前端两大框架Vue和React一直存在龙虎之争,而两者的核心思想React坚定数据不可变,单向数据流的思想,而Vue则基于可变数据,支持双向绑定。随着浏览器对新属性和性能的提升,Vue向左,React向右,两者各自进入了下一个崭新的时代。而Vue3.0在响应式数据也有了变化和提升, 以下章节是reactivity的阅读总结。
reactive.ts
核心代码
function createReactiveObject(
target: Target,
isReadonly: boolean,
baseHandlers: ProxyHandler<any>,
collectionHandlers: ProxyHandler<any>,
proxyMap: WeakMap<Target, any>
) {
if (!isObject(target)) {
if (__DEV__) {
console.warn(`value cannot be made reactive: ${String(target)}`)
}
return target
}
// target is already a Proxy, return it.
// exception: calling readonly() on a reactive object
if (
target[ReactiveFlags.RAW] &&
!(isReadonly && target[ReactiveFlags.IS_REACTIVE])
) {
return target
}
// target already has corresponding Proxy
const existingProxy = proxyMap.get(target)
if (existingProxy) {
return existingProxy
}
// only a whitelist of value types can be observed.
const targetType = getTargetType(target)
if (targetType === TargetType.INVALID) {
return target
}
const proxy = new Proxy(
target,
targetType === TargetType.COLLECTION ? collectionHandlers : baseHandlers
)
proxyMap.set(target, proxy)
return proxy
}
相比于Vue2粗暴的使用Object.defineProperty进行属性劫持,Proxy显然明智些。此外WeakMap的使用,使用对象内存的地址绑定响应的处理函数,也极大简化了代码的复杂度。
effect.ts
核心代码
run() {
if (!this.active) {
return this.fn()
}
if (!effectStack.includes(this)) {
try {
effectStack.push((activeEffect = this))
enableTracking()
trackOpBit = 1 << ++effectTrackDepth
if (effectTrackDepth <= maxMarkerBits) {
initDepMarkers(this)
} else {
cleanupEffect(this)
}
return this.fn()
} finally {
if (effectTrackDepth <= maxMarkerBits) {
finalizeDepMarkers(this)
}
trackOpBit = 1 << --effectTrackDepth
resetTracking()
effectStack.pop()
const n = effectStack.length
activeEffect = n > 0 ? effectStack[n - 1] : undefined
}
}
}
以上代码比较巧妙的使用了数据结构栈来对effect函数(包含嵌套情况)进行了巧妙的存储和释放,同时把正在执行的函数存储到activeEffect全局变量中,方便取用
export function track(target: object, type: TrackOpTypes, key: unknown) {
if (!isTracking()) {
return
}
let depsMap = targetMap.get(target)
if (!depsMap) {
targetMap.set(target, (depsMap = new Map()))
}
let dep = depsMap.get(key)
if (!dep) {
depsMap.set(key, (dep = createDep()))
}
const eventInfo = __DEV__
? { effect: activeEffect, target, type, key }
: undefined
trackEffects(dep, eventInfo)
}
以上代码设置多个属性以及和对应的effect映射,通过set进行重复绑定的函数过滤
export function trigger(
target: object,
type: TriggerOpTypes,
key?: unknown,
newValue?: unknown,
oldValue?: unknown,
oldTarget?: Map<unknown, unknown> | Set<unknown>
) {
const depsMap = targetMap.get(target)
if (!depsMap) {
// never been tracked
return
}
let deps: (Dep | undefined)[] = []
if (type === TriggerOpTypes.CLEAR) {
// collection being cleared
// trigger all effects for target
deps = [...depsMap.values()]
} else if (key === 'length' && isArray(target)) {
depsMap.forEach((dep, key) => {
if (key === 'length' || key >= (newValue as number)) {
deps.push(dep)
}
})
} else {
// schedule runs for SET | ADD | DELETE
if (key !== void 0) {
deps.push(depsMap.get(key))
}
// also run for iteration key on ADD | DELETE | Map.SET
switch (type) {
case TriggerOpTypes.ADD:
if (!isArray(target)) {
deps.push(depsMap.get(ITERATE_KEY))
if (isMap(target)) {
deps.push(depsMap.get(MAP_KEY_ITERATE_KEY))
}
} else if (isIntegerKey(key)) {
// new index added to array -> length changes
deps.push(depsMap.get('length'))
}
break
case TriggerOpTypes.DELETE:
if (!isArray(target)) {
deps.push(depsMap.get(ITERATE_KEY))
if (isMap(target)) {
deps.push(depsMap.get(MAP_KEY_ITERATE_KEY))
}
}
break
case TriggerOpTypes.SET:
if (isMap(target)) {
deps.push(depsMap.get(ITERATE_KEY))
}
break
}
}
const eventInfo = __DEV__
? { target, type, key, newValue, oldValue, oldTarget }
: undefined
if (deps.length === 1) {
if (deps[0]) {
if (__DEV__) {
triggerEffects(deps[0], eventInfo)
} else {
triggerEffects(deps[0])
}
}
} else {
const effects: ReactiveEffect[] = []
for (const dep of deps) {
if (dep) {
effects.push(...dep)
}
}
if (__DEV__) {
triggerEffects(createDep(effects), eventInfo)
} else {
triggerEffects(createDep(effects))
}
}
}
以上方法是找对对应方法,并进行执行
总结
Reactivity源码中使用了栈以及广泛使用WeakMap,Set还有各种高阶函数,来简化代码,同时使用Proxy,Refect进行劫持,值得我们学习思考