React "after render" code? - javascript

I have an app where I need to set the height of an element (lets say "app-content") dynamically. It takes the height of the "chrome" of the app and subtracts it and then sets the height of the "app-content" to fit 100% within those constraints. This is super simple with vanilla JS, jQuery, or Backbone views, but I'm struggling to figure out what the right process would be for doing this in React?
Below is an example component. I want to be able to set app-content's height to be 100% of the window minus the size of the ActionBar and BalanceBar, but how do I know when everything is rendered and where would I put the calculation stuff in this React Class?
/** #jsx React.DOM */
var List = require('../list');
var ActionBar = require('../action-bar');
var BalanceBar = require('../balance-bar');
var Sidebar = require('../sidebar');
var AppBase = React.createClass({
render: function () {
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar title="Title Here" />
<BalanceBar balance={balance} />
<div className="app-content">
<List items={items} />
</div>
</div>
</div>
);
}
});
module.exports = AppBase;

componentDidMount()
This method is called once after your component is rendered. So your code would look like so.
var AppBase = React.createClass({
componentDidMount: function() {
var $this = $(ReactDOM.findDOMNode(this));
// set el height and width etc.
},
render: function () {
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar title="Title Here" />
<BalanceBar balance={balance} />
<div className="app-content">
<List items={items} />
</div>
</div>
</div>
);
}
});

One drawback of using componentDidUpdate, or componentDidMount is that they are actually executed before the dom elements are done being drawn, but after they've been passed from React to the browser's DOM.
Say for example if you needed set node.scrollHeight to the rendered node.scrollTop, then React's DOM elements may not be enough. You need to wait until the elements are done being painted to get their height.
Solution:
Use requestAnimationFrame to ensure that your code is run after the painting of your newly rendered object
scrollElement: function() {
// Store a 'this' ref, and
var _this = this;
// wait for a paint before running scrollHeight dependent code.
window.requestAnimationFrame(function() {
var node = _this.getDOMNode();
if (node !== undefined) {
node.scrollTop = node.scrollHeight;
}
});
},
componentDidMount: function() {
this.scrollElement();
},
// and or
componentDidUpdate: function() {
this.scrollElement();
},
// and or
render: function() {
this.scrollElement()
return [...]

In my experience window.requestAnimationFrame wasn't enough to ensure that the DOM had been fully rendered / reflow-complete from componentDidMount. I have code running that accesses the DOM immediately after a componentDidMount call and using solely window.requestAnimationFrame would result in the element being present in the DOM; however, updates to the element's dimensions aren't reflected yet since a reflow hasn't yet occurred.
The only truly reliable way for this to work was to wrap my method in a setTimeout and a window.requestAnimationFrame to ensure React's current call stack gets cleared before registering for the next frame's render.
function onNextFrame(callback) {
setTimeout(function () {
requestAnimationFrame(callback)
})
}
If I had to speculate on why this is occurring / necessary I could see React batching DOM updates and not actually applying the changes to the DOM until after the current stack is complete.
Ultimately, if you're using DOM measurements in the code you're firing after the React callbacks you'll probably want to use this method.

Just to update a bit this question with the new Hook methods, you can simply use the useEffect hook:
import React, { useEffect } from 'react'
export default function App(props) {
useEffect(() => {
// your post layout code (or 'effect') here.
...
},
// array of variables that can trigger an update if they change. Pass an
// an empty array if you just want to run it once after component mounted.
[])
}
Also if you want to run before the layout paint use the useLayoutEffect hook:
import React, { useLayoutEffect } from 'react'
export default function App(props) {
useLayoutEffect(() => {
// your pre layout code (or 'effect') here.
...
}, [])
}

You can change the state and then do your calculations in the setState callback. According to the React documentation, this is "guaranteed to fire after the update has been applied".
This should be done in componentDidMount or somewhere else in the code (like on a resize event handler) rather than in the constructor.
This is a good alternative to window.requestAnimationFrame and it does not have the issues some users have mentioned here (needing to combine it with setTimeout or call it multiple times). For example:
class AppBase extends React.Component {
state = {
showInProcess: false,
size: null
};
componentDidMount() {
this.setState({ showInProcess: true }, () => {
this.setState({
showInProcess: false,
size: this.calculateSize()
});
});
}
render() {
const appStyle = this.state.showInProcess ? { visibility: 'hidden' } : null;
return (
<div className="wrapper">
...
<div className="app-content" style={appStyle}>
<List items={items} />
</div>
...
</div>
);
}
}

I feel that this solution is dirty, but here we go:
componentDidMount() {
this.componentDidUpdate()
}
componentDidUpdate() {
// A whole lotta functions here, fired after every render.
}
Now I am just going to sit here and wait for the down votes.

React has few lifecycle methods which help in these situations, the lists including but not limited to getInitialState, getDefaultProps, componentWillMount, componentDidMount etc.
In your case and the cases which needs to interact with the DOM elements, you need to wait till the dom is ready, so use componentDidMount as below:
/** #jsx React.DOM */
var List = require('../list');
var ActionBar = require('../action-bar');
var BalanceBar = require('../balance-bar');
var Sidebar = require('../sidebar');
var AppBase = React.createClass({
componentDidMount: function() {
ReactDOM.findDOMNode(this).height = /* whatever HEIGHT */;
},
render: function () {
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar title="Title Here" />
<BalanceBar balance={balance} />
<div className="app-content">
<List items={items} />
</div>
</div>
</div>
);
}
});
module.exports = AppBase;
Also for more information about lifecycle in react you can have look the below link:
https://facebook.github.io/react/docs/state-and-lifecycle.html

I ran into the same problem.
In most scenarios using the hack-ish setTimeout(() => { }, 0) in componentDidMount() worked.
But not in a special case; and I didn't want to use the ReachDOM findDOMNode since the documentation says:
Note: findDOMNode is an escape hatch used to access the underlying DOM
node. In most cases, use of this escape hatch is discouraged because
it pierces the component abstraction.
(Source: findDOMNode)
So in that particular component I had to use the componentDidUpdate() event, so my code ended up being like this:
componentDidMount() {
// feel this a little hacky? check this: http://stackoverflow.com/questions/26556436/react-after-render-code
setTimeout(() => {
window.addEventListener("resize", this.updateDimensions.bind(this));
this.updateDimensions();
}, 0);
}
And then:
componentDidUpdate() {
this.updateDimensions();
}
Finally, in my case, I had to remove the listener created in componentDidMount:
componentWillUnmount() {
window.removeEventListener("resize", this.updateDimensions.bind(this));
}

There is actually a lot simpler and cleaner version than using request animationframe or timeouts. Iam suprised no one brought it up:
the vanilla-js onload handler.
If you can, use component did mount, if not, simply bind a function on the onload hanlder of the jsx component. If you want the function to run every render, also execute it before returning you results in the render function. the code would look like this:
runAfterRender = () =>
{
const myElem = document.getElementById("myElem")
if(myElem)
{
//do important stuff
}
}
render()
{
this.runAfterRender()
return (
<div
onLoad = {this.runAfterRender}
>
//more stuff
</div>
)
}
}

I'm actually having a trouble with similar behaviour, I render a video element in a Component with it's id attribute so when RenderDOM.render() ends it loads a plugin that needs the id to find the placeholder and it fails to find it.
The setTimeout with 0ms inside the componentDidMount() fixed it :)
componentDidMount() {
if (this.props.onDidMount instanceof Function) {
setTimeout(() => {
this.props.onDidMount();
}, 0);
}
}

After render, you can specify the height like below and can specify the height to corresponding react components.
render: function () {
var style1 = {height: '100px'};
var style2 = { height: '100px'};
//window. height actually will get the height of the window.
var hght = $(window).height();
var style3 = {hght - (style1 + style2)} ;
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar style={style1} title="Title Here" />
<BalanceBar style={style2} balance={balance} />
<div className="app-content" style={style3}>
<List items={items} />
</div>
</div>
</div>
);`
}
or you can specify the height of the each react component using sass. Specify first 2 react component main div's with fixed width and then the third component main div's height with auto. So based on the third div's content the height will be assigned.

For me, no combination of window.requestAnimationFrame or setTimeout produced consistent results. Sometimes it worked, but not always—or sometimes it would be too late.
I fixed it by looping window.requestAnimationFrame as many times as necessary.
(Typically 0 or 2-3 times)
The key is diff > 0: here we can ensure exactly when the page updates.
// Ensure new image was loaded before scrolling
if (oldH > 0 && images.length > prevState.images.length) {
(function scroll() {
const newH = ref.scrollHeight;
const diff = newH - oldH;
if (diff > 0) {
const newPos = top + diff;
window.scrollTo(0, newPos);
} else {
window.requestAnimationFrame(scroll);
}
}());
}

For me, componentDidUpdate alone or window.requestAnimationFrame alone didn't solve the problem, but the following code worked.
// Worked but not succinct
componentDidUpdate(prevProps, prevState, snapshot) {
if (this.state.refreshFlag) { // in the setState for which you want to do post-rendering stuffs, set this refreshFlag to true at the same time, to enable this block of code.
window.requestAnimationFrame(() => {
this.setState({
refreshFlag: false // Set the refreshFlag back to false so this only runs once.
});
something = this.scatterChart.current.canvas
.toDataURL("image/png"); // Do something that need to be done after rendering is finished. In my case I retrieved the canvas image.
});
}
}
And later I tested with requestAnimationFrame commented, it still worked perfectly:
// The best solution I found
componentDidUpdate(prevProps, prevState, snapshot) {
if (this.state.refreshFlag) { // in the setState for which you want to do post-rendering stuffs, set this refreshFlag to true at the same time, to enable this block of code.
// window.requestAnimationFrame(() => {
this.setState({
refreshFlag: false // Set the refreshFlag back to false so this only runs once.
});
something = this.scatterChart.current.canvas
.toDataURL("image/png"); // Do something that need to be done after rendering is finished. In my case I retrieved the canvas image.
// });
}
}
I'm not sure whether it's just a coincidence that the extra setState induced a time delay, so that when retrieving the image, the drawing is already done (I will get the old canvas image if I remove the setState).
Or more possibly, it was because setState is required to be executed after everything is rendered, so it forced the waiting for the rendering to finish.
-- I tend to believe the latter, because in my experience, calling setState consecutively in my code will result in each one triggered only after the last rendering finished.
Lastly, I tested the following code. If this.setState({}); doesn't update the component, but wait till the rendering finishes, this would be the ultimate best solution, I thought. However, it failed. Even when passing an empty {}, setState() still updates the component.
// This one failed!
componentDidUpdate(prevProps, prevState, snapshot) {
// if (this.state.refreshFlag) {
// window.requestAnimationFrame(() => {
this.setState({});
something = this.scatterChart.current.canvas
.toDataURL("image/png");
// });
// }
}

I recommend that you make use of hooks.
They are available from version 16.8.0 onwards.
You can check the behavior of this hook in the official react documentation.
Something like this:
import React, { useEffect } from 'react'
const AppBase = ({ }) => {
useEffect(() => {
// set el height and width etc.
}, [])
return (
<div className="wrapper">
<Sidebar />
<div className="inner-wrapper">
<ActionBar title="Title Here" />
<BalanceBar balance={balance} />
<div className="app-content">
<List items={items} />
</div>
</div>
</div>
);
}
export default AppBase

I had weird situation when i need to print react component which receives big amount of data and paint in on canvas. I've tried all mentioned approaches, non of them worked reliably for me, with requestAnimationFrame inside setTimeout i get empty canvas in 20% of the time, so i did the following:
nRequest = n => range(0,n).reduce(
(acc,val) => () => requestAnimationFrame(acc), () => requestAnimationFrame(this.save)
);
Basically i made a chain of requestAnimationFrame's, not sure is this good idea or not but this works in 100% of the cases for me so far (i'm using 30 as a value for n variable).

I am not going to pretend I know why this particular function works, however window.getComputedStyle works 100% of the time for me whenever I need to access DOM elements with a Ref in a useEffect — I can only presume it will work with componentDidMount as well.
I put it at the top of the code in a useEffect and it appears as if it forces the effect to wait for the elements to be painted before it continues with the next line of code, but without any noticeable delay such as using a setTimeout or an async sleep function. Without this, the Ref element returns as undefined when I try to access it.
const ref = useRef(null);
useEffect(()=>{
window.getComputedStyle(ref.current);
// Next lines of code to get element and do something after getComputedStyle().
});
return(<div ref={ref}></div>);

for functional components you can react-use-call-onnext-render, its a custom hook that allows schedule callback on a later render.
It is used successfully on one of my other projects.
for requiring dimension of a dom element,
see this example,its the third example on react-use-call-onnext-render examples:
let's say we want to get dimensions of a removable DOM element,lets say div that is controlled by showBox state
variable. for that we can use getBoundingClientRect(). however, we want to call this function only after the element
mounted into the dom, so will schedule this call one render after the variable responsible for showing this element
in the dom has changed,and this variable is showBox, so he will be dependency of useCallOnNextRender:
const YourComponent = () => {
const [showBox, setShowBox] = useState(false)
const divRef = useRef()
const callOnNextShowBoxChange = useCallOnNextRender()
return (
<>
<div style={canvasStyle} id="canvas">
<button style={boxStyle} onClick={() => {
setShowBox(!showBox)
callOnNextShowBoxChange(() => console.log(divRef.current.getBoundingClientRect())) //right value
}}>toggle show box
</button>
<div style={{border: "black solid 1px"}} ref={divRef}>
{showBox ? <div style={boxStyle}>box2</div> : null}
</div>
</div>
</>
);
};

After trying all the suggested solutions above with no luck I found one of my elements in the middle had CSS transition, that's why I failed to get correct computed geometry after props changed.
So I had to use onTransitionEnd listener to wait for a moment when to try getting the computed by DOM height of container element.
Hope this will save someone's work day lol.

From the ReactDOM.render() documentation:
If the optional callback is provided, it will be executed after the
component is rendered or updated.

A little bit of update with ES6 classes instead of React.createClass
import React, { Component } from 'react';
class SomeComponent extends Component {
constructor(props) {
super(props);
// this code might be called when there is no element avaliable in `document` yet (eg. initial render)
}
componentDidMount() {
// this code will be always called when component is mounted in browser DOM ('after render')
}
render() {
return (
<div className="component">
Some Content
</div>
);
}
}
Also - check React component lifecycle methods:The Component Lifecycle
Every component have a lot of methods similar to componentDidMount eg.
componentWillUnmount() - component is about to be removed from browser DOM

Related

REACT connect 4 game - attempt to reset grid over setState but results in "undefined"

I am trying to create a Connect of 4 game in React as an exercise.
If i want to reset the grid or for displaying player points, a reset of my grid is required rather than simply reloading the entire page.
In this case, dealing with my grid via state is a logical step, but after several attempts and variations, I'm unfortunately lost at the moment
In this variation below, this.state.grid always returns undefined on reset (console.log right after render method begins).
I see that the problem is most likely because in the gridHtml function I am already passing the grid to the state via setState.
If I call this.gridHTML() directly on the reset button, my grid completely disappears.
I am very grateful for any help at this point
import React from 'react';
class Grid extends React.Component {
constructor(props) {
super(props);
this.state = {
player: "red",
isGameOver: false,
gamestarts: false
};
this.findLastEmptyColl = this.findLastEmptyColl.bind(this);
this.onMouseEnter = this.onMouseEnter.bind(this);
this.onMouseLeave = this.onMouseLeave.bind(this);
this.onClick = this.onClick.bind(this);
this.checkForWinner = this.checkForWinner.bind(this);
this.gridHtml = this.gridHtml.bind(this);
this.reset = this.reset.bind(this);
};
/*left out MouseEnter, leave, click and win logic , those work fine and to keep it short */
gridHtml() {
let rows = Array(6).fill(0), cols = Array(7).fill(0);
let grid = rows.map((el, i) => {
return (
<div key={i} className="row">
{cols.map((value, index) => {
return (
<div key={index}
onMouseEnter={this.onMouseEnter}
onMouseLeave={this.onMouseLeave}
onClick={this.onClick}
className="col empty"
data-col={index}
data-row={i}>
</div>
);
})}
</div>
);
});
this.setState({
grid: grid
});
}
componentDidMount() {
this.gridHtml();
}
componentWillMount() {
this.gridHtml();
}
reset() {
this.setState({
grid: this.gridHtml(),
isGameOver: false,
gamestarts: false
})
}
render() {
console.log(this.state.grid);
return (
<>
{!this.state.gamestarts && <h4>Connect 4 - Player {this.state.player} begins!</h4>}
{this.state.gamestarts && <h4>Player {this.state.player} </h4>}
{(this.state.isGameOver && !this.state.gamestarts) && <h4>Player {this.state.player} has won</h4>}
<div id="board">
{this.state.grid}
</div>
<div>
<button style={{margin: "30px"}} onClick={() => {this.reset()}}>Reset</button>
</div>
</>
)
}
}
export default Grid;
Update:
I see that my understanding of React doesn't seem to be properly adjusted yet; in my reset() function, due to the asynchronicity of react, I assume that the dynamic assignment via setState of my grid should actually render automatically?
Again, the problem: when I currently press my reset button, the grid is re-created but the moves, red and yellow, are still on the grid as they were; last I thought of writing a function that instead of creating a new grid removes all CSS classes and data properties related to it - but that would make the whole point of doing something like this with React absurd.
To make it even clearer:
if I extend my reset() function with a setTimeout around setState, right after overwriting my grid, it works?! I can understand why but this right now feels like a hack and I don't want to leave it like this, because this is supposed to be the core competence of React? Hope it helps to understand better
reset () {
this.setState({grid: 'some text ... loading '});
setTimeout(() =>{
this.setState({
grid: this.gridHtml(),
isGameOver: false,
gamestarts: true,
player: "red"
});
}, 1000);
}
Hope somebody can explain?
Many thanks
Your gridHtml() function doesn't return anything so grid is being set to undefined. Try adding a return grid; statement to the end.

Cannot update a component (`App`) while rendering a different component

There are a bunch of similar questions on so, but I can't see one that matches my conundrum.
I have a react component (a radial knob control - kinda like a slider).
I want to achieve two outcomes:
Twiddle the knob and pass the knob value up to the parent for further actions.
Receive a target knob value from the parent and update the knob accordingly.
All without going into an endless loop!
I have pulled my hair out - but have a working solution that seems to violate react principles.
I have knob.js as a react component that wraps around the third party knob component and I have app.js as the parent.
In knob.js, we have:
export default class MyKnob extends React.Component {
constructor(props, context) {
super(props, context)
this.state = {
size: props.size || 100,
radius: (props.value/2).toString(),
fontSize: (props.size * .2)
}
if (props.value){
console.log("setting value prop", props.value)
this.state.value = props.value
} else {
this.state.value = 25 // any old default value
}
}
To handle updates from the parent (app.js) I have this in knob.js:
// this is required to allow changes at the parent to update the knob
componentDidUpdate(prevProps) {
if (prevProps.value !== this.props.value) {
this.setState({value: this.props.value})
}
console.log("updating knob from parent", value)
}
and then to pass changes in knob value back to the parent, I have:
handleOnChange = (e)=>{
//this.setState({value: e}) <--used to be required until line below inserted.
this.props.handleChangePan(e)
}
This also works but triggers a warning:
Cannot update a component (App) while rendering a different component (Knob)
render(){
return (
<Styles font-size={this.state.fontSize}>
<Knob size={this.state.size}
angleOffset={220}
angleRange={280}
steps={10}
min={0}
max={100}
value={this.state.value}
ref={this.ref}
onChange={value => this.handleOnChange(value)}
>
...
Now over to app.js:
function App() {
const [panLevel, setPanLevel] = useState(50);
// called by the child knob component. works -- but creates the warning
function handleChangePan(e){
setPanLevel(e)
}
// helper function for testing
function changePan(e){
if (panLevel + 10>100){
setPanLevel(0)
} else {
setPanLevel(panLevel+10)
}
}
return (
<div className="App">
....
<div className='mixer'>
<div key={1} className='vStrip'>
<Knob size={150} value={panLevel} handleChangePan = {(e) => handleChangePan(e)}/>
</div>
<button onClick={(e) => changePan(e)}>CLICK ME TO INCREMENT BY 10</button>
...
</div>
So - it works -- but I am violating react principles -- I haven't found another way to keep the external "knob value" and the internal "knob value" in sync.
Just to mess with my head further, if I remove the bubbling to parent in 'handleOnChange' - which presumably then triggers a change in prop-->state cascading back down - I not only have a lack of sync with the parent -- but I also need to reinstate the setState below, in order to get the knob to work via twiddling (mouse etc.._)! This creates another warning:
Update during an existing state transition...
So stuck. Advice requested and gratefully received. Apols for the long post.
handleOnChange = (e)=>{
//this.setState({value: e})
**this.props.handleChangePan(e)**
}
It has been suggested on another post, that one should wrap the setState into a useEffect - but I can't figure out how to do that - let alone whether it's the right approach.
The error message will be displayed if parent (App) states are set while rendering children (Knob).
In your case, while App is rendering, Knob'sonChange() is triggered when loaded, which then calls this.handleOnChange() and then this.props.handleChangePan() having App'ssetPanLevel().
To fix using useEffect():
In knob.js, you can store panLevel as state first just like in App, instead of direct calling this.props.handleChangePan() to call App'ssetPanLevel().
Then, use useEffect(_=>props.handleChangePan(panLevel),[panLevel]) to call App'ssetPanLevel() via useEffect().
Your knob.js will look like this:
function Knob(props){
let [panLevel, setPanLevel] = useState(50);
useEffect(_=>{
props.handleChangePan(panLevel);
}, [panLevel]);
return *** Knob that does not call props.handleChangePan(), but call setPanLevel() instead ***;
}
setState() called inside useEffect() will be effective after the render is done.
In short, you cannot call parent'ssetState() outside useEffect() while in first rendering, or the error message will come up.

How to access the DOM element of the child component in Preact with hooks?

I am using Preact with hooks. I have following button component:
export function Button(props) {
return (
<button class={props.class}>{props.children}</button>
);
}
I have another parent component where I need to access actual DOM element button for animation purpose.
export function Parent(props) {
const buttonElm = useRef(null);
useEffect(() => {
console.log(buttonElm.current);
// Animate button using popmotion or similar
});
return (
<div>
<Button ref={buttonElm}>Click me to animate</Button>
</div>
);
}
However, there is a problem. The buttonElm.current points to JSX object i.e. Button but not the DOM element button. I need buttonElm to point to actual DOM element. How do I do that?
Should I go ahead and use buttonElm.current.base property? But that does not feel idiomatic with hooks.
Also, I have two questions.
How does ref behave when I am setting it on a Preact component that returns multiple elements using <Fragment />.
Second, is accessing the children's DOM element for animation purpose acceptable/correct practice in Preact/React? (I can wrap my component in another wrapper div but that causes more animation headaches than solving the problem)
You need to pass ref as props to your child component. By doing this buttonElm will point to actual Button DOM element.
export function Button(props) {
return (
<button class={props.class} ref={props.buttonElm}>{props.children}</button>
);
}
export function Parent(props) {
const buttonElm = useRef(null);
useEffect(() => {
console.log(buttonElm.current);
// Animate button using popmotion or similar
});
return (
<div>
<Button buttonElm={buttonElm}>Click me to animate</Button>
</div>
);
}

React Hooks: useState with onClick only updating the SECOND time button is clicked?

Edit: forgot an important part - this is noticeable if you click the button next to Jeff A. Menges and check the console log.
The important part of the code is the "setFullResults(cardResults.data.concat(cardResultsPageTwo.data))" line in the onClick of the button code. I think it SHOULD set fullResults to whatever I tell it to... except it doesn't work the first time you click it. Every time after, it works, but not the first time. That's going to be trouble for the next set, because I can't map over an undefined array, and I don't want to tell users to just click on the button twice for the actual search results to come up.
I'm guessing useEffect would work, but I don't know how to write it or where to put it. It's clearly not working at the top of the App functional component, but anywhere else I try to put it gives me an error.
I've tried "this.forceUpdate()" which a lot of places recommend as a quick fix (but recommend against using - but I've been trying to figure this out for hours), but "this.forceUpdate()" isn't a function no matter where I put it.
Please help me get this button working the first time it's clicked on.
import React, { useState, useEffect } from "react";
const App = () => {
let artistData = require("./mass-artists.json");
const [showTheCards, setShowTheCards] = useState();
const [fullResults, setFullResults] = useState([]);
useEffect(() => {
setFullResults();
}, []);
let artistDataMap = artistData.map(artistName => {
//console.log(artistName);
return (
<aside className="artist-section">
<span>{artistName}</span>
<button
className="astbutton"
onClick={ function GetCardList() {
fetch(
`https://api.scryfall.com/cards/search?unique=prints&q=a:"${artistName}"`
)
.then(response => {
return response.json();
})
.then((cardResults) => {
console.log(cardResults.has_more)
if (cardResults.has_more === true) {
fetch (`https://api.scryfall.com/cards/search?unique=prints&q=a:"${artistName}"&page=2`)
.then((responsepagetwo) => {
return responsepagetwo.json();
})
.then(cardResultsPageTwo => {
console.log(`First Results Page: ${cardResults}`)
console.log(`Second Results Page: ${cardResultsPageTwo}`)
setFullResults(cardResults.data.concat(cardResultsPageTwo.data))
console.log(`Full Results: ${fullResults}`)
})
}
setShowTheCards(
cardResults.data
.filter(({ digital }) => digital === false)
.map(cardData => {
if (cardData.layout === "transform") {
return (
//TODO : Transform card code
<span>Transform Card (Needs special return)</span>
)
}
else if (cardData.layout === "double_faced_token") {
return (
//TODO: Double Faced Token card code
<span>Double Faced Token (Needs special return)</span>
)
}
else {
return (
<div className="card-object">
<span className="card-object-name">
{cardData.name}
</span>
<span className="card-object-set">
{cardData.set_name}
</span>
<img
className="card-object-img-sm"
alt={cardData.name}
src={cardData.image_uris.small}
/>
</div>
)
}
})
)
});
}}
>
Show Cards
</button>
</aside>
);
});
return (
<aside>
<aside className="artist-group">
{artistDataMap}
</aside>
<aside className="card-wrapper">
{showTheCards}
</aside>
</aside>
);
};
export default App;
CodesAndBox: https://codesandbox.io/embed/compassionate-satoshi-iq3nc?fontsize=14
You can try refactoring the code like for onClick handler have a synthetic event. Add this event Listener as part of a class. Use arrow function so that you need not bind this function handler inside the constructor. After fetching the data try to set the state to the result and use the state to render the HTML mark up inside render method. And when I run this code, I have also seen one error in console that child elements require key attribute. I have seen you are using Array.prototype.map inside render method, but when you return the span element inside that try to add a key attribute so that when React diffing algorithm encounters a new element it reduces the time complexity to check certain nodes with this key attribute.
useEffect(() => {
// call the functions which depend on fullResults here
setFullResults();
}, [fullResults])
// now it will check whether fullResults changed, if changed than call functions inside useEffect which are depending on fullResults

Dispatching and listeing for events in different components - reactjs

I am trying to create a custom event in one component and add an event listener in another component. The component that is listening for the event contains a function that I want to execute on the event. Below are what I have in the two components, I just feel like I'm going about this in the wrong way...
Component #1
toggleWidget() {
const event = new CustomEvent('sliderClicked', {
bubbles: true,
});
const sliderToggle = document.getElementById('input');
sliderToggle.dispatchEvent(event);
this.setState({
checked: !this.state.checked,
});
}
/* and then in my render... */
render() {
const displaySlider = this.state.isSliderDisplayed ? (
<div className="slider-container" >
<label className="switch" htmlFor="input">
<input type="checkbox" checked={this.state.checked} onChange={this.toggleWidget} id="input" />
<span className="slider round" />
</label>
<p className="batch-slider-title"> Batch Widget </p>
</div>) : null;`
Component Two
window.addEventListener('sliderClicked', this.refreshLayout);`
Any ideas as to what I may be doing wrong?
Basically it should work, but in react - if you rendered an element in a component you can use the ref to access it:
<input
type="checkbox"
checked={this.state.checked}
onChange={this.toggleWidget}
id="input"
ref={(c) => this.input = c}
/>
And your toggleWidget function should be something like this:
toggleWidget() {
...
this.input.dispatchEvent(event);
...
}
In React it's pretty common to pass down callbacks from parent to child.
const Child = ({handleClick}) => (
<div onClick={ handleClick } >Click me!</div>
);
const Parent = () => {
const childClickHandler = event => {
// do stuff
alert('My child is calling?');
}
return (
<Child handleClick={ childClickHandler }/>
);
};
Maybe that could work for you? You can try the code here. (JSFiddle)
Refs are generally considered something to avoid in React as they couple components together. see the documentation here:
https://facebook.github.io/react/docs/refs-and-the-dom.html
Your first inclination may be to use refs to "make things happen" in your app. If this is the case, take a moment and think more critically about where state should be owned in the component hierarchy. Often, it becomes clear that the proper place to "own" that state is at a higher level in the hierarchy. See the Lifting State Up guide for examples of this.
Try using a global state container like redux and when you "toggleWidget" in one component, set a property in your redux store. Listen to that property by setting it as a prop in your second component(the one that you want to respond to a change/toggle). On change of that property your component will have the "componentWillReceiveProps" lifecycle method called and you can then have your "responding" component take whatever action you like.

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