<div id="app">
<p>hello world</p>
<Rate :value="4"></Rate>
</div>
会被解析成:
function render(){
return h('div',{id:"app"},children:[
h('p',{},'hello world'),
h(Rate,{value:4}),
])
}
createVNode创建虚拟DOM, 通过type props children 等属性描述整个节点:
const vnode = createVNode(
rootComponent as ConcreteComponent,
rootProps
)
function _createVNode() {
// 处理属性和class
if (props) {
...
}
// 标记vnode信息
const shapeFlag = isString(type)
? ShapeFlags.ELEMENT
: __FEATURE_SUSPENSE__ && isSuspense(type)
? ShapeFlags.SUSPENSE
: isTeleport(type)
? ShapeFlags.TELEPORT
: isObject(type)
? ShapeFlags.STATEFUL_COMPONENT
: isFunction(type)
? ShapeFlags.FUNCTIONAL_COMPONENT
: 0
return createBaseVNode(
type,
props,
children,
patchFlag,
dynamicProps,
shapeFlag,
isBlockNode,
true
)
}
function createBaseVNode(type,props,children,...){
const vnode = {
type,
props,
key: props && normalizeKey(props),
ref: props && normalizeRef(props),
children,
shapeFlag,
patchFlag,
dynamicProps,
...
} as VNode
// 标准化子节点
if (needFullChildrenNormalization) {
normalizeChildren(vnode, children)
} else if (children) {
vnode.shapeFlag |= isString(children)
? ShapeFlags.TEXT_CHILDREN
: ShapeFlags.ARRAY_CHILDREN
}
return vnode
}componentUpdateFn
更新:
const componentUpdateFn = ()=>{
if (!instance.isMounted) {
//首次渲染
instance,
parentSuspense,
isSVG
)
。。。
}else{
let { next, bu, u, parent, vnode } = instance
if (next) {
next.el = vnode.el
updateComponentPreRender(instance, next, optimized)
} else {
next = vnode
}
const nextTree = renderComponentRoot(instance)
patch(
prevTree,
nextTree,
// parent may have changed if it's in a teleport
hostParentNode(prevTree.el!)!,
// anchor may have changed if it's in a fragment
getNextHostNode(prevTree),
instance,
parentSuspense,
isSVG
)
}
}
// 注册effect函数
const effect = new ReactiveEffect(
componentUpdateFn,
() => queueJob(instance.update),
instance.scope // track it in component's effect scope
)
const update = (instance.update = effect.run.bind(effect) as S chedulerJob)
update()
const updateComponentPreRender = (
instance: ComponentInternalInstance,
nextVNode: VNode,
optimized: boolean
) => {
nextVNode.component = instance
const prevProps = instance.vnode.props
instance.vnode = nextVNode
instance.next = null
updateProps(instance, nextVNode.props, prevProps, optimized)
updateSlots(instance, nextVNode.children, optimized)
pauseTracking()
// props update may have triggered pre-flush watchers.
// flush them before the render update.
flushPreFlushCbs(undefined, instance.update)
resetTracking()
}
更新以后就不是首次渲染了, 如何判断?
shouldUpdateComponent判断组件是否需要更新, 实际执行的是instance.update
const instance = (n2.component = n1.component)!
if (shouldUpdateComponent(n1, n2, optimized)) {
// normal update
instance.next = n2
// in case the child component is also queued, remove it to avoid
// double updating the same child component in the same flush.
invalidateJob(instance.update)
// instance.update is the reactive effect.
instance.update()
} else {
// no update needed. just copy over properties
n2.component = n1.component
n2.el = n1.el
instance.vnode = n2
}
组件的子元素是由HTML标签和组件构成的, 组件内部的递归处理最终也是对HTML标签的处理, 所以, 最后组件的更新都会进到processElement 内部的patchElement函数(更新节点自己的属性和更新子元素)中
节点自身属性的更新: patchFlag 做到按需更新
-
如果标记了FULL_PROPS, 就直接调用patchProps
-
如果标记了CLASS, 说明节点只有class属性是动态的, 其他的style等属性都不需要进行判断和DOM操作
const patchElement = ( n1: VNode, n2: VNode, parentComponent: ComponentInternalInstance | null, parentSuspense: SuspenseBoundary | null, isSVG: boolean, slotScopeIds: string[] | null, optimized: boolean ) => { const el = (n2.el = n1.el!) let { patchFlag, dynamicChildren, dirs } = n2 patchFlag |= n1.patchFlag & PatchFlags.FULL_PROPS
const oldProps = n1.props || EMPTY_OBJ const newProps = n2.props || EMPTY_OBJ // full diff patchChildren( n1, n2, el, null, parentComponent, parentSuspense, areChildrenSVG, slotScopeIds, false ) if (patchFlag > 0) { if (patchFlag & PatchFlags.FULL_PROPS) { patchProps( el, n2, oldProps, newProps, parentComponent, parentSuspense, isSVG ) } else { // class是动态的 if (patchFlag & PatchFlags.CLASS) { if (oldProps.class !== newProps.class) { hostPatchProp(el, 'class', null, newProps.class, isSVG) } } // style样式是动态的 if (patchFlag & PatchFlags.STYLE) { hostPatchProp(el, 'style', oldProps.style, newProps.style, isSVG) } // 属性需要diff if (patchFlag & PatchFlags.PROPS) { // const propsToUpdate = n2.dynamicProps! for (let i = 0; i < propsToUpdate.length; i++) { const key = propsToUpdate[i] const prev = oldProps[key] const next = newProps[key] // #1471 force patch value if (next !== prev || key === 'value') { hostPatchProp( el, key, prev, next, isSVG, n1.children as VNode[], parentComponent, parentSuspense, unmountChildren ) } } } } //文本是动态的 if (patchFlag & PatchFlags.TEXT) { if (n1.children !== n2.children) { hostSetElementText(el, n2.children as string) } } }}
子元素的更新: patchChildren函数
- 如果新的子元素是空, 老的子元素不为空, 直接卸载unmount 即可
- 如果新的子元素不为空, 老的子元素是空, 直接创建加载即可
- 如果新的子元素是文本, 老的子元素如果是数组就需要全部unmount, 是文本的话就需要执行hostSetElementText
- 如果新的子元素是数组, 比如是使用v-for渲染出的列表, 老的子元素如果是空或者文本, 直接unmount后, 渲染新的数组即可
最复杂的莫过于新的子元素和老的子元素都是数组
patchChildren函数, 判断出复用的DOM元素
const patchChildren: PatchChildrenFn = (
n1,
n2,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized = false
) => {
const c1 = n1 && n1.children
const prevShapeFlag = n1 ? n1.shapeFlag : 0
const c2 = n2.children
const { patchFlag, shapeFlag } = n2
// fast path
if (patchFlag > 0) {
if (patchFlag & PatchFlags.KEYED_FRAGMENT) {
// this could be either fully-keyed or mixed (some keyed some not)
// presence of patchFlag means children are guaranteed to be arrays
patchKeyedChildren(
c1 as VNode[],
c2 as VNodeArrayChildren,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
return
} else if (patchFlag & PatchFlags.UNKEYED_FRAGMENT) {
// unkeyed
patchUnkeyedChildren(
c1 as VNode[],
c2 as VNodeArrayChildren,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
return
}
}
// children has 3 possibilities: text, array or no children.
if (shapeFlag & ShapeFlags.TEXT_CHILDREN) {
// text children fast path
if (prevShapeFlag & ShapeFlags.ARRAY_CHILDREN) {
unmountChildren(c1 as VNode[], parentComponent, parentSuspense)
}
if (c2 !== c1) {
hostSetElementText(container, c2 as string)
}
} else {
if (prevShapeFlag & ShapeFlags.ARRAY_CHILDREN) {
// prev children was array
if (shapeFlag & ShapeFlags.ARRAY_CHILDREN) {
// two arrays, cannot assume anything, do full diff
patchKeyedChildren(
c1 as VNode[],
c2 as VNodeArrayChildren,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
} else {
// no new children, just unmount old
unmountChildren(c1 as VNode[], parentComponent, parentSuspense, true)
}
} else {
// prev children was text OR null
// new children is array OR null
if (prevShapeFlag & ShapeFlags.TEXT_CHILDREN) {
hostSetElementText(container, '')
}
// mount new if array
if (shapeFlag & ShapeFlags.ARRAY_CHILDREN) {
mountChildren(
c2 as VNodeArrayChildren,
container,
anchor,
parentComponent,
parentSuspense,
isSVG,
slotScopeIds,
optimized
)
}
}
}
}
patchChildren: 尽可能少的更新次数, 来实现从老的子元素到新的子元素的更新
在 React 中,这种场景的处理逻辑是先进行循环,使用的是单侧插入的算法,我们在排队的时候挨个对比,如果你站我右边,并且个头比我高一点,说明咱俩的相对位置和最终队伍的位置是一致的,暂时不需要变化,如果你比我个头矮,就需要去我左边找到一个正确的位置插队进去。
由于都只向单侧插入,最后我们就会把所有的节点移动到正确的位置之上,这就是 React15 框架内虚拟节点 diff 的逻辑,初步实现了 DOM 的复用;而 Vue 2 借鉴了 snabbdom 的算法,在此基础上做了第一层双端对比的优化。
比如,在下面的例子中,新的节点就是在老的节点中新增和删除了几个元素,我们在循环之前,先进行头部元素的判断。在这个例子里,可以预判出头部元素的 a、b、c、d 是一样的节点,说明节点不需要重新创建,我们只需要进行属性的更新,然后进行队尾元素的预判,可以判断出 g 和元素也是一样的:
a b c d e f g h
a b c d i f j g h
这样我们虚拟 DOM diff 的逻辑就变成了下面的结构, 现在只需要比较 ef 和 ifg 的区别:
(a b c d) e f (g h)
(a b c) d) i f j (g h)
而且,有很多场景比如新增一行或者删除一行的简单场景,预判完毕之后,新老元素有一个处于没有元素的状态,我们就可以直接执行 mount 或者 unmout 完成对比的全过程,不需要再进行复杂的遍历:
(a b c d)
(a b c d) e
(a b c) d
(a b c