diff --git a/docs/accessibility.html b/docs/accessibility.html index cfd2a49dcc7..888ad72b03c 100644 --- a/docs/accessibility.html +++ b/docs/accessibility.html @@ -38,7 +38,7 @@ <CustomRadioButton accessibleComponentType={this.state.radioButton} - onPress={this._onPress}/>
In the above example we've created a custom radio button that now behaves like a native one. More specifically, TalkBack now correctly announces changes to the radio button selection.
To enable VoiceOver, go to the Settings app on your iOS device. Tap General, then Accessibility. There you will find many tools that people use to use to make their devices more usable, such as bolder text, increased contrast, and VoiceOver.
To enable VoiceOver, tap on VoiceOver under "Vision" and toggle the switch that appears at the top.
At the very bottom of the Accessibility settings, there is an "Accessibility Shortcut". You can use this to toggle VoiceOver by triple clicking the Home button.
ActivityIndicatorIOS # | Edit on GitHub |
Whether to show the indicator (true, the default) or hide it (false).
The foreground color of the spinner (default is gray).
Whether the indicator should hide when not animating (true by default).
Invoked on mount and layout changes with
{nativeEvent: { layout: {x, y, width, height}}}.
Size of the indicator. Small has a height of 20, large has a height of 36.
Examples # | Edit on GitHub |
ActivityIndicatorIOS # | Edit on GitHub |
Whether to show the indicator (true, the default) or hide it (false).
The foreground color of the spinner (default is gray).
Whether the indicator should hide when not animating (true by default).
Invoked on mount and layout changes with
{nativeEvent: { layout: {x, y, width, height}}}.
Size of the indicator. Small has a height of 20, large has a height of 36.
Examples # | Edit on GitHub |
Android Setup # | Edit on GitHub |
This guide describes basic steps of the Android development environment setup that are required to run React Native android apps on an android emulator. We don't discuss developer tool configuration such as IDEs here.
On Mac, if you have installed XCode, Git is already installed, otherwise run the following:
On Linux, install Git via your package manager.
On Windows, download and install Git for Windows. During the setup process, choose "Run Git from Windows Command Prompt", which will add Git to your PATH environment variable.
brew install android-sdkIMPORTANT: Make sure the ANDROID_HOME environment variable points to your existing Android SDK:
On Mac, add this to your ~/.bashrc, ~/.bash_profile or whatever your shell uses:
On Linux, add this to your ~/.bashrc, ~/.bash_profile or whatever your shell uses:
On Windows, go to Control Panel -> System and Security -> System -> Change settings -> Advanced -> Environment variables -> New
NOTE: You need to restart the Command Prompt (Windows) / Terminal Emulator (Mac OS X, Linux) to apply the new Environment variables.
React Native Android use gradle as a build system. We recommend to enable gradle daemon functionality which may result in up to 50% improvement in incremental build times for changes in java code. Learn here how to enable it for your platform.
android); in the window that appears make sure you check:

Genymotion is much easier to set up than stock Google emulators. However, it's only free for personal use. If you want to use the stock Google emulator, see below.
android; in the window that appears make sure you check:android avd and click on Create...
-
Start...The Visual Studio Emulator for Android is a free android emulator that is hardware accelerated via Hyper-V. It doesn't require you to install Visual Studio at all.
To use it with react-native you just have to add a key and value to your registry:
regedit.exeHKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Android SDK ToolsAndroid SDK Tools and choose New > String ValuePathPath Key and set the value to C:\Program Files\Android\sdk. The path value might be different on your machine.You will also need to run the command adb reverse tcp:8081 tcp:8081 with this emulator.
Then restart the emulator and when it runs you can just do react-native run-android as usual.
Profiling Android UI Performance # | Edit on GitHub |
We try our best to deliver buttery-smooth UI performance by default, but sometimes that just isn't possible. Remember, Android supports 10k+ different phones and is generalized to support software rendering: the framework architecture and need to generalize across many hardware targets unfortunately means you get less for free relative to iOS. But sometimes, there are things you can improve (and many times it's not native code's fault at all!).
The first step for debugging this jank is to answer the fundamental question of where your time is being spent during each 16ms frame. For that, we'll be using a standard Android profiling tool called systrace. But first...
Make sure that JS dev mode is OFF!
You should see
__DEV__ === false, development-level warning are OFF, performance optimizations are ONin your application logs (which you can view usingadb logcat)
Systrace is a standard Android marker-based profiling tool (and is installed when you install the Android platform-tools package). Profiled code blocks are surrounded by markers start/end markers which are then visualized in a colorful chart format. Both the Android SDK and React Native framework provide standard markers that you can visualize.
NOTE:
Systrace support was added in react-native
v0.15. You will need to build with that version to collect a trace.
First, connect a device that exhibits the stuttering you want to investigate to your computer via USB and get it to the point right before the navigation/animation you want to profile. Run systrace as follows
A quick breakdown of this command:
time is the length of time the trace will be collected in secondssched, gfx, and view are the android SDK tags (collections of markers) we care about: sched gives you information about what's running on each core of your phone, gfx gives you graphics info such as frame boundaries, and view gives you information about measure, layout, and draw passes-a <your_package_name> enables app-specific markers, specifically the ones built into the React Native framework. your_package_name can be found in the AndroidManifest.xml of your app and looks like com.example.appOnce the trace starts collecting, perform the animation or interaction you care about. At the end of the trace, systrace will give you a link to the trace which you can open in your browser.
After opening the trace in your browser (preferably Chrome), you should see something like this:

HINT: Use the WASD keys to strafe and zoom
The first thing you should do is highlight the 16ms frame boundaries if you haven't already done that. Check this checkbox at the top right of the screen:

You should see zebra stripes as in the screenshot above. If you don't, try profiling on a different device: Samsung has been known to have issues displaying vsyncs while the Nexus series is generally pretty reliable.
Scroll until you see (part of) the name of your package. In this case, I was profiling com.facebook.adsmanager, which shows up as book.adsmanager because of silly thread name limits in the kernel.
On the left side, you'll see a set of threads which correspond to the timeline rows on the right. There are three/four threads we care about for our purposes: the UI thread (which has your package name or the name UI Thread), mqt_js and mqt_native_modules. If you're running on Android 5+, we also care about the Render Thread.
This is where standard android measure/layout/draw happens. The thread name on the right will be your package name (in my case book.adsmanager) or UI Thread. The events that you see on this thread should look something like this and have to do with Choreographer, traversals, and DispatchUI:

This is where JS is executed. The thread name will be either mqt_js or <...> depending on how cooperative the kernel on your device is being. To identify it if it doesn't have a name, look for things like JSCall, Bridge.executeJSCall, etc:

This is where native module calls (e.g. the UIManager) are executed. The thread name will be either mqt_native_modules or <...>. To identify it in the latter case, look for things like NativeCall, callJavaModuleMethod, and onBatchComplete:

If you're using Android L (5.0) and up, you will also have a render thread in your application. This thread generates the actual OpenGL commands used to draw your UI. The thread name will be either RenderThread or <...>. To identify it in the latter case, look for things like DrawFrame and queueBuffer:

A smooth animation should look something like the following:

Each change in color is a frame -- remember that in order to display a frame, all our UI work needs to be done by the end of that 16ms period. Notice that no thread is working close to the frame boundary. An application rendering like this is rendering at 60FPS.
If you noticed chop, however, you might see something like this:

Notice that the JS thread is executing basically all the time, and across frame boundaries! This app is not rendering at 60FPS. In this case, the problem lies in JS.
You might also see something like this:

In this case, the UI and render threads are the ones that have work crossing frame boundaries. The UI that we're trying to render on each frame is requiring too much work to be done. In this case, the problem lies in the native views being rendered.
At this point, you'll have some very helpful information to inform your next steps.
If you identified a JS problem, look for clues in the specific JS that you're executing. In the scenario above, we see RCTEventEmitter being called multiple times per frame. Here's a zoom-in of the JS thread from the trace above:

This doesn't seem right. Why is it being called so often? Are they actually different events? The answers to these questions will probably depend on your product code. And many times, you'll want to look into shouldComponentUpdate.
TODO: Add more tools for profiling JS
If you identified a native UI problem, there are usually two scenarios:
In the first scenario, you'll see a trace that has the UI thread and/or Render Thread looking like this:

Notice the long amount of time spent in DrawFrame that crosses frame boundaries. This is time spent waiting for the GPU to drain its command buffer from the previous frame.
To mitigate this, you should:
renderToHardwareTextureAndroid for complex, static content that is being animated/transformed (e.g. the Navigator slide/alpha animations)needsOffscreenAlphaCompositing, which is disabled by default, as it greatly increases the per-frame load on the GPU in most cases.If these don't help and you want to dig deeper into what the GPU is actually doing, you can check out Tracer for OpenGL ES.
In the second scenario, you'll see something more like this:

Notice that first the JS thread thinks for a bit, then you see some work done on the native modules thread, followed by an expensive traversal on the UI thread.
There isn't an easy way to mitigate this unless you're able to postpone creating new UI until after the interaction, or you are able to simplify the UI you're creating. The react native team is working on a infrastructure level solution for this that will allow new UI to be created and configured off the main thread, allowing the interaction to continue smoothly.
If you are confused or stuck, please post ask on Stack Overflow with the react-native tag. If you are unable to get a response there, or find an issue with a core component, please File a Github issue.
Profiling Android UI Performance # | Edit on GitHub |
We try our best to deliver buttery-smooth UI performance by default, but sometimes that just isn't possible. Remember, Android supports 10k+ different phones and is generalized to support software rendering: the framework architecture and need to generalize across many hardware targets unfortunately means you get less for free relative to iOS. But sometimes, there are things you can improve (and many times it's not native code's fault at all!).
The first step for debugging this jank is to answer the fundamental question of where your time is being spent during each 16ms frame. For that, we'll be using a standard Android profiling tool called systrace. But first...
Make sure that JS dev mode is OFF!
You should see
__DEV__ === false, development-level warning are OFF, performance optimizations are ONin your application logs (which you can view usingadb logcat)
Systrace is a standard Android marker-based profiling tool (and is installed when you install the Android platform-tools package). Profiled code blocks are surrounded by markers start/end markers which are then visualized in a colorful chart format. Both the Android SDK and React Native framework provide standard markers that you can visualize.
NOTE:
Systrace support was added in react-native
v0.15. You will need to build with that version to collect a trace.
First, connect a device that exhibits the stuttering you want to investigate to your computer via USB and get it to the point right before the navigation/animation you want to profile. Run systrace as follows
A quick breakdown of this command:
time is the length of time the trace will be collected in secondssched, gfx, and view are the android SDK tags (collections of markers) we care about: sched gives you information about what's running on each core of your phone, gfx gives you graphics info such as frame boundaries, and view gives you information about measure, layout, and draw passes-a <your_package_name> enables app-specific markers, specifically the ones built into the React Native framework. your_package_name can be found in the AndroidManifest.xml of your app and looks like com.example.appOnce the trace starts collecting, perform the animation or interaction you care about. At the end of the trace, systrace will give you a link to the trace which you can open in your browser.
After opening the trace in your browser (preferably Chrome), you should see something like this:

HINT: Use the WASD keys to strafe and zoom
The first thing you should do is highlight the 16ms frame boundaries if you haven't already done that. Check this checkbox at the top right of the screen:

You should see zebra stripes as in the screenshot above. If you don't, try profiling on a different device: Samsung has been known to have issues displaying vsyncs while the Nexus series is generally pretty reliable.
Scroll until you see (part of) the name of your package. In this case, I was profiling com.facebook.adsmanager, which shows up as book.adsmanager because of silly thread name limits in the kernel.
On the left side, you'll see a set of threads which correspond to the timeline rows on the right. There are three/four threads we care about for our purposes: the UI thread (which has your package name or the name UI Thread), mqt_js and mqt_native_modules. If you're running on Android 5+, we also care about the Render Thread.
This is where standard android measure/layout/draw happens. The thread name on the right will be your package name (in my case book.adsmanager) or UI Thread. The events that you see on this thread should look something like this and have to do with Choreographer, traversals, and DispatchUI:

This is where JS is executed. The thread name will be either mqt_js or <...> depending on how cooperative the kernel on your device is being. To identify it if it doesn't have a name, look for things like JSCall, Bridge.executeJSCall, etc:

This is where native module calls (e.g. the UIManager) are executed. The thread name will be either mqt_native_modules or <...>. To identify it in the latter case, look for things like NativeCall, callJavaModuleMethod, and onBatchComplete:

If you're using Android L (5.0) and up, you will also have a render thread in your application. This thread generates the actual OpenGL commands used to draw your UI. The thread name will be either RenderThread or <...>. To identify it in the latter case, look for things like DrawFrame and queueBuffer:

A smooth animation should look something like the following:

Each change in color is a frame -- remember that in order to display a frame, all our UI work needs to be done by the end of that 16ms period. Notice that no thread is working close to the frame boundary. An application rendering like this is rendering at 60FPS.
If you noticed chop, however, you might see something like this:

Notice that the JS thread is executing basically all the time, and across frame boundaries! This app is not rendering at 60FPS. In this case, the problem lies in JS.
You might also see something like this:

In this case, the UI and render threads are the ones that have work crossing frame boundaries. The UI that we're trying to render on each frame is requiring too much work to be done. In this case, the problem lies in the native views being rendered.
At this point, you'll have some very helpful information to inform your next steps.
If you identified a JS problem, look for clues in the specific JS that you're executing. In the scenario above, we see RCTEventEmitter being called multiple times per frame. Here's a zoom-in of the JS thread from the trace above:

This doesn't seem right. Why is it being called so often? Are they actually different events? The answers to these questions will probably depend on your product code. And many times, you'll want to look into shouldComponentUpdate.
TODO: Add more tools for profiling JS
If you identified a native UI problem, there are usually two scenarios:
In the first scenario, you'll see a trace that has the UI thread and/or Render Thread looking like this:

Notice the long amount of time spent in DrawFrame that crosses frame boundaries. This is time spent waiting for the GPU to drain its command buffer from the previous frame.
To mitigate this, you should:
renderToHardwareTextureAndroid for complex, static content that is being animated/transformed (e.g. the Navigator slide/alpha animations)needsOffscreenAlphaCompositing, which is disabled by default, as it greatly increases the per-frame load on the GPU in most cases.If these don't help and you want to dig deeper into what the GPU is actually doing, you can check out Tracer for OpenGL ES.
In the second scenario, you'll see something more like this:

Notice that first the JS thread thinks for a bit, then you see some work done on the native modules thread, followed by an expensive traversal on the UI thread.
There isn't an easy way to mitigate this unless you're able to postpone creating new UI until after the interaction, or you are able to simplify the UI you're creating. The react native team is working on a infrastructure level solution for this that will allow new UI to be created and configured off the main thread, allowing the interaction to continue smoothly.
If you are confused or stuck, please post ask on Stack Overflow with the react-native tag. If you are unable to get a response there, or find an issue with a core component, please File a Github issue.
Debugging # | Edit on GitHub |
To access the in-app developer menu:
control + ⌘ + z in the simulator.⌘ + m to simulate hardware menu button click). You can also install Frappé, a tool for OS X, which allows you to emulate shaking of devices remotely. You can use ⌘ + Shift + R as a shortcut to trigger a shake from Frappé.Hint
To disable the developer menu for production builds:
- For iOS open your project in Xcode and select
Product→Scheme→Edit Scheme...(or press⌘ + <). Next, selectRunfrom the menu on the left and change the Build Configuration toRelease.- For Android, by default, developer menu will be disabled in release builds done by gradle (e.g with gradle
assembleReleasetask). Although this behavior can be customized by passing proper value toReactInstanceManager#setUseDeveloperSupport.
Selecting Reload (or pressing ⌘ + r in the iOS simulator) will reload the JavaScript that powers your application. If you have added new resources (such as an image to Images.xcassets on iOS or to res/drawable folder on Android) or modified any native code (Objective-C/Swift code on iOS or Java/C++ code on Android), you will need to re-build the app for the changes to take effect.
To debug the JavaScript code in Chrome, select Debug in Chrome from the developer menu. This will open a new tab at http://localhost:8081/debugger-ui.
In Chrome, press ⌘ + option + i or select View → Developer → Developer Tools to toggle the developer tools console. Enable Pause On Caught Exceptions for a better debugging experience.
To debug on a real device:
RCTWebSocketExecutor.m and change localhost to the IP address of your computer. Shake the device to open the development menu with the option to start debugging.adb command line tool to setup port forwarding from the device to your computer. For that run: adb reverse tcp:8081 tcp:8081 (see this link for help on adb command). Alternatively, you can open dev menu on the device and select Dev Settings, then update Debug server host for device setting to the IP address of your computer.Install the React Developer Tools extension for Google Chrome. This will allow you to navigate the component hierarchy via the React in the developer tools (see facebook/react-devtools for more information).
This option allows for your JS changes to trigger automatic reload on the connected device/emulator. To enable this option:
Enable Live Reload via the developer menu to have the application automatically reload when changes are made to the JavaScript.Dev Settings and select Auto reload on JS change optionOn 0.5.0-rc and higher versions, you can enable a FPS graph overlay in the developers menu in order to help you debug performance problems.
Debugging # | Edit on GitHub |
To access the in-app developer menu:
control + ⌘ + z in the simulator.⌘ + m to simulate hardware menu button click). You can also install Frappé, a tool for OS X, which allows you to emulate shaking of devices remotely. You can use ⌘ + Shift + R as a shortcut to trigger a shake from Frappé.Hint
To disable the developer menu for production builds:
- For iOS open your project in Xcode and select
Product→Scheme→Edit Scheme...(or press⌘ + <). Next, selectRunfrom the menu on the left and change the Build Configuration toRelease.- For Android, by default, developer menu will be disabled in release builds done by gradle (e.g with gradle
assembleReleasetask). Although this behavior can be customized by passing proper value toReactInstanceManager#setUseDeveloperSupport.
Selecting Reload (or pressing ⌘ + r in the iOS simulator) will reload the JavaScript that powers your application. If you have added new resources (such as an image to Images.xcassets on iOS or to res/drawable folder on Android) or modified any native code (Objective-C/Swift code on iOS or Java/C++ code on Android), you will need to re-build the app for the changes to take effect.
To debug the JavaScript code in Chrome, select Debug in Chrome from the developer menu. This will open a new tab at http://localhost:8081/debugger-ui.
In Chrome, press ⌘ + option + i or select View → Developer → Developer Tools to toggle the developer tools console. Enable Pause On Caught Exceptions for a better debugging experience.
To debug on a real device:
RCTWebSocketExecutor.m and change localhost to the IP address of your computer. Shake the device to open the development menu with the option to start debugging.adb command line tool to setup port forwarding from the device to your computer. For that run: adb reverse tcp:8081 tcp:8081 (see this link for help on adb command). Alternatively, you can open dev menu on the device and select Dev Settings, then update Debug server host for device setting to the IP address of your computer.Install the React Developer Tools extension for Google Chrome. This will allow you to navigate the component hierarchy via the React in the developer tools (see facebook/react-devtools for more information).
This option allows for your JS changes to trigger automatic reload on the connected device/emulator. To enable this option:
Enable Live Reload via the developer menu to have the application automatically reload when changes are made to the JavaScript.Dev Settings and select Auto reload on JS change optionOn 0.5.0-rc and higher versions, you can enable a FPS graph overlay in the developers menu in order to help you debug performance problems.
Flexbox # | Edit on GitHub |
Flexbox # | Edit on GitHub |
Gesture Responder System # | Edit on GitHub |
Gesture recognition on mobile devices is much more complicated than web. A touch can go through several phases as the app determines what the user's intention is. For example, the app needs to determine if the touch is scrolling, sliding on a widget, or tapping. This can even change during the duration of a touch. There can also be multiple simultaneous touches.
The touch responder system is needed to allow components to negotiate these touch interactions without any additional knowledge about their parent or child components. This system is implemented in ResponderEventPlugin.js, which contains further details and documentation.
Users can feel huge differences in the usability of web apps vs. native, and this is one of the big causes. Every action should have the following attributes:
These features make users more comfortable while using an app, because it allows people to experiment and interact without fear of making mistakes.
The responder system can be complicated to use. So we have provided an abstract Touchable implementation for things that should be "tappable". This uses the responder system and allows you to easily configure tap interactions declaratively. Use TouchableHighlight anywhere where you would use a button or link on web.
A view can become the touch responder by implementing the correct negotiation methods. There are two methods to ask the view if it wants to become responder:
View.props.onStartShouldSetResponder: (evt) => true, - Does this view want to become responder on the start of a touch?View.props.onMoveShouldSetResponder: (evt) => true, - Called for every touch move on the View when it is not the responder: does this view want to "claim" touch responsiveness?If the View returns true and attempts to become the responder, one of the following will happen:
View.props.onResponderGrant: (evt) => {} - The View is now responding for touch events. This is the time to highlight and show the user what is happeningView.props.onResponderReject: (evt) => {} - Something else is the responder right now and will not release itIf the view is responding, the following handlers can be called:
View.props.onResponderMove: (evt) => {} - The user is moving their fingerView.props.onResponderRelease: (evt) => {} - Fired at the end of the touch, ie "touchUp"View.props.onResponderTerminationRequest: (evt) => true - Something else wants to become responder. Should this view release the responder? Returning true allows releaseView.props.onResponderTerminate: (evt) => {} - The responder has been taken from the View. Might be taken by other views after a call to onResponderTerminationRequest, or might be taken by the OS without asking (happens with control center/ notification center on iOS)evt is a synthetic touch event with the following form:
nativeEventchangedTouches - Array of all touch events that have changed since the last eventidentifier - The ID of the touchlocationX - The X position of the touch, relative to the elementlocationY - The Y position of the touch, relative to the elementpageX - The X position of the touch, relative to the root elementpageY - The Y position of the touch, relative to the root elementtarget - The node id of the element receiving the touch eventtimestamp - A time identifier for the touch, useful for velocity calculationtouches - Array of all current touches on the screenonStartShouldSetResponder and onMoveShouldSetResponder are called with a bubbling pattern, where the deepest node is called first. That means that the deepest component will become responder when multiple Views return true for *ShouldSetResponder handlers. This is desirable in most cases, because it makes sure all controls and buttons are usable.
However, sometimes a parent will want to make sure that it becomes responder. This can be handled by using the capture phase. Before the responder system bubbles up from the deepest component, it will do a capture phase, firing on*ShouldSetResponderCapture. So if a parent View wants to prevent the child from becoming responder on a touch start, it should have a onStartShouldSetResponderCapture handler which returns true.
View.props.onStartShouldSetResponderCapture: (evt) => true,View.props.onMoveShouldSetResponderCapture: (evt) => true,For higher-level gesture interpretation, check out PanResponder.
Gesture Responder System # | Edit on GitHub |
Gesture recognition on mobile devices is much more complicated than web. A touch can go through several phases as the app determines what the user's intention is. For example, the app needs to determine if the touch is scrolling, sliding on a widget, or tapping. This can even change during the duration of a touch. There can also be multiple simultaneous touches.
The touch responder system is needed to allow components to negotiate these touch interactions without any additional knowledge about their parent or child components. This system is implemented in ResponderEventPlugin.js, which contains further details and documentation.
Users can feel huge differences in the usability of web apps vs. native, and this is one of the big causes. Every action should have the following attributes:
These features make users more comfortable while using an app, because it allows people to experiment and interact without fear of making mistakes.
The responder system can be complicated to use. So we have provided an abstract Touchable implementation for things that should be "tappable". This uses the responder system and allows you to easily configure tap interactions declaratively. Use TouchableHighlight anywhere where you would use a button or link on web.
A view can become the touch responder by implementing the correct negotiation methods. There are two methods to ask the view if it wants to become responder:
View.props.onStartShouldSetResponder: (evt) => true, - Does this view want to become responder on the start of a touch?View.props.onMoveShouldSetResponder: (evt) => true, - Called for every touch move on the View when it is not the responder: does this view want to "claim" touch responsiveness?If the View returns true and attempts to become the responder, one of the following will happen:
View.props.onResponderGrant: (evt) => {} - The View is now responding for touch events. This is the time to highlight and show the user what is happeningView.props.onResponderReject: (evt) => {} - Something else is the responder right now and will not release itIf the view is responding, the following handlers can be called:
View.props.onResponderMove: (evt) => {} - The user is moving their fingerView.props.onResponderRelease: (evt) => {} - Fired at the end of the touch, ie "touchUp"View.props.onResponderTerminationRequest: (evt) => true - Something else wants to become responder. Should this view release the responder? Returning true allows releaseView.props.onResponderTerminate: (evt) => {} - The responder has been taken from the View. Might be taken by other views after a call to onResponderTerminationRequest, or might be taken by the OS without asking (happens with control center/ notification center on iOS)evt is a synthetic touch event with the following form:
nativeEventchangedTouches - Array of all touch events that have changed since the last eventidentifier - The ID of the touchlocationX - The X position of the touch, relative to the elementlocationY - The Y position of the touch, relative to the elementpageX - The X position of the touch, relative to the root elementpageY - The Y position of the touch, relative to the root elementtarget - The node id of the element receiving the touch eventtimestamp - A time identifier for the touch, useful for velocity calculationtouches - Array of all current touches on the screenonStartShouldSetResponder and onMoveShouldSetResponder are called with a bubbling pattern, where the deepest node is called first. That means that the deepest component will become responder when multiple Views return true for *ShouldSetResponder handlers. This is desirable in most cases, because it makes sure all controls and buttons are usable.
However, sometimes a parent will want to make sure that it becomes responder. This can be handled by using the capture phase. Before the responder system bubbles up from the deepest component, it will do a capture phase, firing on*ShouldSetResponderCapture. So if a parent View wants to prevent the child from becoming responder on a touch start, it should have a onStartShouldSetResponderCapture handler which returns true.
View.props.onStartShouldSetResponderCapture: (evt) => true,View.props.onMoveShouldSetResponderCapture: (evt) => true,For higher-level gesture interpretation, check out PanResponder.
Getting Started # | Edit on GitHub |
nvm install node && nvm alias default node, which installs the latest version of Node.js and sets up your terminal so you can run it by typing node. With nvm you can install multiple versions of Node.js and easily switch between them.brew install watchman. We recommend installing watchman, otherwise you might hit a node file watching bug.brew install flow, if you want to use flow.We recommend periodically running brew update && brew upgrade to keep your programs up-to-date.
Xcode 7.0 or higher is required. It can be installed from the App Store.
To write React Native apps for Android, you will need to install the Android SDK (and an Android emulator if you want to work on your app without having to use a physical device). See Android setup guide for instructions on how to set up your Android environment.
NOTE: There is experimental Windows and Linux support for Android development.
To run the iOS app:
$ cd AwesomeProjectios/AwesomeProject.xcodeproj and hit run in Xcode.index.ios.js in your text editor of choice and edit some lines.Note: If you are using an iOS device, see the Running on iOS Device page.
To run the Android app:
$ cd AwesomeProject$ react-native run-androidindex.android.js in your text editor of choice and edit some lines.adb logcat *:S ReactNative:V ReactNativeJS:V in a terminal to see your app's logsNote: If you are using an Android device, see the Running on Android Device page.
Congratulations! You've successfully run and modified your first React Native app.
If you run into any issues getting started, see the troubleshooting page.
If you already have a (iOS-only) React Native project and want to add Android support, you need to execute the following commands in your existing project directory:
react-native dependency in your package.json file to the latest version$ npm install$ react-native androidJavaScript Environment # | Edit on GitHub |
When using React Native, you're going to be running your JavaScript code in two environments:
While both environments are very similar, you may end up hitting some inconsistencies. We're likely going to experiment with other JS engines in the future, so it's best to avoid relying on specifics of any runtime.
Syntax transformers make writing code more enjoyable by allowing you to use new JavaScript syntax without having to wait for support on all interpreters.
As of version 0.5.0, React Native ships with the Babel JavaScript compiler. Check Babel documentation on its supported transformations for more details.
Here's a full list of React Native's enabled transformations.
ES5
promise.catch(function() { });ES6
<C onPress={() => this.setState({pressed: true})}let greeting = 'hi';Math.max(...array);class C extends React.Component { render() { return <View />; } }const answer = 42;var {isActive, style} = this.props;import React, { Component } from 'react-native';var key = 'abc'; var obj = {[key]: 10};var obj = { method() { return 10; } };var name = 'vjeux'; var obj = { name };function(type, ...args) { }var who = 'world'; var str = `Hello ${who}`;ES7
var extended = { ...obj, a: 10 };function f(a, b, c,) { }async function doStuffAsync() { const foo = await doOtherStuffAsync(); };JavaScript Environment # | Edit on GitHub |
When using React Native, you're going to be running your JavaScript code in two environments:
While both environments are very similar, you may end up hitting some inconsistencies. We're likely going to experiment with other JS engines in the future, so it's best to avoid relying on specifics of any runtime.
Syntax transformers make writing code more enjoyable by allowing you to use new JavaScript syntax without having to wait for support on all interpreters.
As of version 0.5.0, React Native ships with the Babel JavaScript compiler. Check Babel documentation on its supported transformations for more details.
Here's a full list of React Native's enabled transformations.
ES5
promise.catch(function() { });ES6
<C onPress={() => this.setState({pressed: true})}let greeting = 'hi';Math.max(...array);class C extends React.Component { render() { return <View />; } }const answer = 42;var {isActive, style} = this.props;import React, { Component } from 'react-native';var key = 'abc'; var obj = {[key]: 10};var obj = { method() { return 10; } };var name = 'vjeux'; var obj = { name };function(type, ...args) { }var who = 'world'; var str = `Hello ${who}`;ES7
var extended = { ...obj, a: 10 };function f(a, b, c,) { }async function doStuffAsync() { const foo = await doOtherStuffAsync(); };Linux and Windows Support # | Edit on GitHub |
NOTE: This guide focuses on Android development. You'll need a Mac to build iOS apps.
As React Native on iOS requires a Mac and most of the engineers at Facebook and contributors use Macs, support for OS X is a top priority. However, we would like to support developers using Linux and Windows too. We believe we'll get the best Linux and Windows support from people using these operating systems on a daily basis.
Therefore, Linux and Windows support for the development environment is an ongoing community responsibility. This can mean filing issues and submitting PRs, and we'll help review and merge them. We are looking forward to your contributions and appreciate your patience.
As of version 0.14 Android development with React native is mostly possible on Linux and Windows. You'll need to install Node.js 4.0 or newer. On Linux we recommend installing watchman, otherwise you might hit a node file watching bug.
On Windows the packager won't be started automatically when you run react-native run-android. You can start it manually using:
If you hit a ERROR Watcher took too long to load on Windows, try increasing the timeout in this file (under your node_modules/react-native).
MapView # | Edit on GitHub |
Deprecated. Use annotation onFocus and onBlur instead.
Callback that is called continuously when the user is dragging the map.
Callback that is called once, when the user is done moving the map.
When this property is set to true and a valid camera is associated
+
MapView # | Edit on GitHub |
Deprecated. Use annotation onFocus and onBlur instead.
Callback that is called continuously when the user is dragging the map.
Callback that is called once, when the user is done moving the map.
When this property is set to true and a valid camera is associated
with the map, the camera’s pitch angle is used to tilt the plane
of the map. When this property is set to false, the camera’s pitch
angle is ignored and the map is always displayed as if the user
@@ -10,7 +10,7 @@ camera’s heading angle is ignored and the map is always oriented so
that true north is situated at the top of the map view
If false the user won't be able to change the map region being displayed.
Default value is true.
If true the app will ask for the user's location and display it on
the map. Default value is false.
NOTE: on iOS, you need to add the NSLocationWhenInUseUsageDescription
-key in Info.plist to enable geolocation, otherwise it will fail silently.
Used to style and layout the MapView. See StyleSheet.js and
+key in Info.plist to enable geolocation, otherwise it will fail silently.
Used to style and layout the MapView. See StyleSheet.js and
ViewStylePropTypes.js for more info.
If false the user won't be able to pinch/zoom the map.
Default value is true.
PickerIOS # | Edit on GitHub |
Examples # | Edit on GitHub |
PickerIOS # | Edit on GitHub |
Examples # | Edit on GitHub |
ProgressViewIOS # | Edit on GitHub |
Use ProgressViewIOS to render a UIProgressView on iOS.
The progress value (between 0 and 1).
A stretchable image to display as the progress bar.
The tint color of the progress bar itself.
The progress bar style.
A stretchable image to display behind the progress bar.
The tint color of the progress bar track.
Examples # | Edit on GitHub |
ProgressViewIOS # | Edit on GitHub |
Use ProgressViewIOS to render a UIProgressView on iOS.
The progress value (between 0 and 1).
A stretchable image to display as the progress bar.
The tint color of the progress bar itself.
The progress bar style.
A stretchable image to display behind the progress bar.
The tint color of the progress bar track.
Examples # | Edit on GitHub |
PullToRefreshViewAndroid # | Edit on GitHub |
React view that supports a single scrollable child view (e.g. ScrollView). When this child
view is at scrollY: 0, swiping down triggers an onRefresh event.
The style {flex: 1} might be required to ensure the expected behavior of the child component
-(e.g. when the child is expected to scroll with ScrollView or ListView).
The colors (at least one) that will be used to draw the refresh indicator
Whether the pull to refresh functionality is enabled
Whether the view should be indicating an active refresh
Size of the refresh indicator, see PullToRefreshViewAndroid.SIZE
Examples # | Edit on GitHub |
ScrollView or ListView).The colors (at least one) that will be used to draw the refresh indicator
Whether the pull to refresh functionality is enabled
Whether the view should be indicating an active refresh
Size of the refresh indicator, see PullToRefreshViewAndroid.SIZE
Examples # | Edit on GitHub |
RefreshControl # | Edit on GitHub |
This component is used inside a ScrollView to add pull to refresh
functionality. When the ScrollView is at scrollY: 0, swiping down
-triggers an onRefresh event.
Called when the view starts refreshing.
Whether the view should be indicating an active refresh.
The colors (at least one) that will be used to draw the refresh indicator.
Whether the pull to refresh functionality is enabled.
Size of the refresh indicator, see RefreshControl.SIZE.
The title displayed under the refresh indicator.
Examples # | Edit on GitHub |
onRefresh event.Called when the view starts refreshing.
Whether the view should be indicating an active refresh.
The colors (at least one) that will be used to draw the refresh indicator.
Whether the pull to refresh functionality is enabled.
Size of the refresh indicator, see RefreshControl.SIZE.
The title displayed under the refresh indicator.
Examples # | Edit on GitHub |
Running On Device # | Edit on GitHub |
You'll need this in order to install your app on your device. First, make sure you have USB debugging enabled on your device.
Check that your device has been successfully connected by running adb devices:
Seeing device in the right column means the device is connected. Android - go figure :) You must have only one device connected.
Now you can use react-native run-android to install and launch your app on the device.
You can also iterate quickly on device using the development server. Follow one of the steps described below to make your development server running on your laptop accessible for your device.
Hint
Most modern android devices don't have a hardware menu button, which we use to trigger the developer menu. In that case you can shake the device to open the dev menu (to reload, debug, etc.). Alternatively, you can run the command
adb shell input keyevent 82to open the dev menu (82 being the Menu key code).
Note that this option is available on devices running android 5.0+ (API 21).
Have your device connected via USB with debugging enabled (see paragraph above on how to enable USB debugging on your device).
adb reverse tcp:8081 tcp:8081Reload JS and other development options with no extra configurationadb shell input keyevent 82 from the command line.Dev Settings.Debug server host for device.ipconfig to find your machine's IP address (more info).Reload JS.Running On Device # | Edit on GitHub |
Note that running on device requires Apple Developer account and provisioning your iPhone. This guide covers only React Native specific topic.
You can iterate quickly on device using development server. To do that, your laptop and your phone have to be on the same wifi network.
AwesomeApp/ios/AwesomeApp/AppDelegate.mlocalhost to your laptop's IP. On Mac, you can find the IP address in System Preferences / Network.Hint
Shake the device to open development menu (reload, debug, etc.)
When you run your app on device, we pack all the JavaScript code and the images used into the app's resources. This way you can test it without development server running and submit the app to the AppStore.
AwesomeApp/ios/AwesomeApp/AppDelegate.mjsCodeLocation = [[NSBundle mainBundle] ...Product > Scheme > Edit Scheme... in xcode and change Build Configuration between Debug and Release.When building your app for production, your app's scheme should be set to Release as detailed in the debugging documentation in order to disable the in-app developer menu.
If curl command fails make sure the packager is running. Also try adding --ipv4 flag to the end of it.
Note that since v0.14 JS and images are automatically packaged into the iOS app using Bundle React Native code and images Xcode build phase.
Running On Device # | Edit on GitHub |
Note that running on device requires Apple Developer account and provisioning your iPhone. This guide covers only React Native specific topic.
You can iterate quickly on device using development server. To do that, your laptop and your phone have to be on the same wifi network.
AwesomeApp/ios/AwesomeApp/AppDelegate.mlocalhost to your laptop's IP. On Mac, you can find the IP address in System Preferences / Network.Hint
Shake the device to open development menu (reload, debug, etc.)
When you run your app on device, we pack all the JavaScript code and the images used into the app's resources. This way you can test it without development server running and submit the app to the AppStore.
AwesomeApp/ios/AwesomeApp/AppDelegate.mjsCodeLocation = [[NSBundle mainBundle] ...Product > Scheme > Edit Scheme... in xcode and change Build Configuration between Debug and Release.When building your app for production, your app's scheme should be set to Release as detailed in the debugging documentation in order to disable the in-app developer menu.
If curl command fails make sure the packager is running. Also try adding --ipv4 flag to the end of it.
Note that since v0.14 JS and images are automatically packaged into the iOS app using Bundle React Native code and images Xcode build phase.
SegmentedControlIOS # | Edit on GitHub |
Use SegmentedControlIOS to render a UISegmentedControl iOS.
If false the user won't be able to interact with the control. +
SegmentedControlIOS # | Edit on GitHub |
Use SegmentedControlIOS to render a UISegmentedControl iOS.
If false the user won't be able to interact with the control. Default value is true.
If true, then selecting a segment won't persist visually.
The onValueChange callback will still work as expected.
Callback that is called when the user taps a segment; passes the event as an argument
Callback that is called when the user taps a segment; @@ -155,7 +155,7 @@ exports.examples : 'Change events can be detected', render(): ReactElement { return <EventSegmentedControlExample />; } } -];
SliderIOS # | Edit on GitHub |
If true the user won't be able to move the slider. +
SliderIOS # | Edit on GitHub |
If true the user won't be able to move the slider. Default value is false.
Assigns a maximum track image. Only static images are supported. The leftmost pixel of the image will be stretched to fill the track.
The color used for the track to the right of the button. Overrides the default blue gradient image.
Initial maximum value of the slider. Default value is 1.
Assigns a minimum track image. Only static images are supported. The @@ -6,7 +6,7 @@ rightmost pixel of the image will be stretched to fill the track.
Initial minimum value of the slider. Default value is 0.
Callback called when the user finishes changing the value (e.g. when the slider is released).
Callback continuously called while the user is dragging the slider.
Step value of the slider. The value should be between 0 and (maximumValue - minimumValue). -Default value is 0.
Used to style and layout the Slider. See StyleSheet.js and
+Default value is 0.
Used to style and layout the Slider. See StyleSheet.js and
ViewStylePropTypes.js for more info.
Sets an image for the thumb. It only supports static images.
Assigns a single image for the track. Only static images are supported. The center pixel of the image will be stretched to fill the track.
Initial value of the slider. The value should be between minimumValue and maximumValue, which default to 0 and 1 respectively. @@ -116,7 +116,7 @@ exports.examples ); } }, -];
Switch # | Edit on GitHub |
Universal two-state toggle component.
If true the user won't be able to toggle the switch. +
Switch # | Edit on GitHub |
Universal two-state toggle component.
If true the user won't be able to toggle the switch. Default value is false.
Invoked with the new value when the value changes.
Used to locate this view in end-to-end tests.
The value of the switch. If true the switch will be turned on. -Default value is false.
Examples # | Edit on GitHub |
Examples # | Edit on GitHub |
TabBarIOS.Item # | Edit on GitHub |
Little red bubble that sits at the top right of the icon.
A custom icon for the tab. It is ignored when a system icon is defined.
Callback when this tab is being selected, you should change the state of your +
TabBarIOS.Item # | Edit on GitHub |
Little red bubble that sits at the top right of the icon.
A custom icon for the tab. It is ignored when a system icon is defined.
Callback when this tab is being selected, you should change the state of your component to set selected={true}.
It specifies whether the children are visible or not. If you see a blank content, you probably forgot to add a selected one.
A custom icon when the tab is selected. It is ignored when a system -icon is defined. If left empty, the icon will be tinted in blue.
React style object.
Items comes with a few predefined system icons. Note that if you are +icon is defined. If left empty, the icon will be tinted in blue.
React style object.
Items comes with a few predefined system icons. Note that if you are using them, the title and selectedIcon will be overridden with the system ones.
Text that appears under the icon. It is ignored when a system icon -is defined.
TabBarIOS # | Edit on GitHub |
A Boolean value that indicates whether the tab bar is translucent
Examples # | Edit on GitHub |
TabBarIOS # | Edit on GitHub |
A Boolean value that indicates whether the tab bar is translucent
Examples # | Edit on GitHub |
WebView # | Edit on GitHub |
Renders a native WebView.
DeprecatedUse the source prop instead.
Sets the JS to be injected when the webpage loads.
Invoked when load fails
Invoked when load finish
Invoked when load either succeeds or fails
Invoked on load start
Function that returns a view to show if there's an error.
Function that returns a loading indicator.
Loads static html or a uri (with optional headers) in the WebView.
DeprecatedUse the source prop instead.
Used on Android only, controls whether DOM Storage is enabled or not
Used on Android only, JS is enabled by default for WebView on iOS
Determines whether HTML5 videos play inline or use the native full-screen +
WebView # | Edit on GitHub |
Renders a native WebView.
DeprecatedUse the source prop instead.
Sets the JS to be injected when the webpage loads.
Invoked when load fails
Invoked when load finish
Invoked when load either succeeds or fails
Invoked on load start
Function that returns a view to show if there's an error.
Function that returns a loading indicator.
Loads static html or a uri (with optional headers) in the WebView.
DeprecatedUse the source prop instead.
Used on Android only, controls whether DOM Storage is enabled or not
Used on Android only, JS is enabled by default for WebView on iOS
Determines whether HTML5 videos play inline or use the native full-screen
controller.
default value false
NOTE : "In order for video to play inline, not only does this
@@ -313,7 +313,7 @@ exports.examples );
}
}
-];
ActivityIndicatorIOS # | Edit on GitHub |
Whether to show the indicator (true, the default) or hide it (false).
The foreground color of the spinner (default is gray).
Whether the indicator should hide when not animating (true by default).
Invoked on mount and layout changes with
{nativeEvent: { layout: {x, y, width, height}}}.
Size of the indicator. Small has a height of 20, large has a height of 36.
Examples # | Edit on GitHub |
ActivityIndicatorIOS # | Edit on GitHub |
Whether to show the indicator (true, the default) or hide it (false).
The foreground color of the spinner (default is gray).
Whether the indicator should hide when not animating (true by default).
Invoked on mount and layout changes with
{nativeEvent: { layout: {x, y, width, height}}}.
Size of the indicator. Small has a height of 20, large has a height of 36.
Examples # | Edit on GitHub |
Android Setup # | Edit on GitHub |
This guide describes basic steps of the Android development environment setup that are required to run React Native android apps on an android emulator. We don't discuss developer tool configuration such as IDEs here.
On Mac, if you have installed XCode, Git is already installed, otherwise run the following:
On Linux, install Git via your package manager.
On Windows, download and install Git for Windows. During the setup process, choose "Run Git from Windows Command Prompt", which will add Git to your PATH environment variable.
brew install android-sdkIMPORTANT: Make sure the ANDROID_HOME environment variable points to your existing Android SDK:
On Mac, add this to your ~/.bashrc, ~/.bash_profile or whatever your shell uses:
On Linux, add this to your ~/.bashrc, ~/.bash_profile or whatever your shell uses:
On Windows, go to Control Panel -> System and Security -> System -> Change settings -> Advanced -> Environment variables -> New
NOTE: You need to restart the Command Prompt (Windows) / Terminal Emulator (Mac OS X, Linux) to apply the new Environment variables.
React Native Android use gradle as a build system. We recommend to enable gradle daemon functionality which may result in up to 50% improvement in incremental build times for changes in java code. Learn here how to enable it for your platform.
android); in the window that appears make sure you check:

Genymotion is much easier to set up than stock Google emulators. However, it's only free for personal use. If you want to use the stock Google emulator, see below.
android; in the window that appears make sure you check:android avd and click on Create...
-
Start...The Visual Studio Emulator for Android is a free android emulator that is hardware accelerated via Hyper-V. It doesn't require you to install Visual Studio at all.
To use it with react-native you just have to add a key and value to your registry:
regedit.exeHKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Android SDK ToolsAndroid SDK Tools and choose New > String ValuePathPath Key and set the value to C:\Program Files\Android\sdk. The path value might be different on your machine.You will also need to run the command adb reverse tcp:8081 tcp:8081 with this emulator.
Then restart the emulator and when it runs you can just do react-native run-android as usual.
Profiling Android UI Performance # | Edit on GitHub |
We try our best to deliver buttery-smooth UI performance by default, but sometimes that just isn't possible. Remember, Android supports 10k+ different phones and is generalized to support software rendering: the framework architecture and need to generalize across many hardware targets unfortunately means you get less for free relative to iOS. But sometimes, there are things you can improve (and many times it's not native code's fault at all!).
The first step for debugging this jank is to answer the fundamental question of where your time is being spent during each 16ms frame. For that, we'll be using a standard Android profiling tool called systrace. But first...
Make sure that JS dev mode is OFF!
You should see
__DEV__ === false, development-level warning are OFF, performance optimizations are ONin your application logs (which you can view usingadb logcat)
Systrace is a standard Android marker-based profiling tool (and is installed when you install the Android platform-tools package). Profiled code blocks are surrounded by markers start/end markers which are then visualized in a colorful chart format. Both the Android SDK and React Native framework provide standard markers that you can visualize.
NOTE:
Systrace support was added in react-native
v0.15. You will need to build with that version to collect a trace.
First, connect a device that exhibits the stuttering you want to investigate to your computer via USB and get it to the point right before the navigation/animation you want to profile. Run systrace as follows
A quick breakdown of this command:
time is the length of time the trace will be collected in secondssched, gfx, and view are the android SDK tags (collections of markers) we care about: sched gives you information about what's running on each core of your phone, gfx gives you graphics info such as frame boundaries, and view gives you information about measure, layout, and draw passes-a <your_package_name> enables app-specific markers, specifically the ones built into the React Native framework. your_package_name can be found in the AndroidManifest.xml of your app and looks like com.example.appOnce the trace starts collecting, perform the animation or interaction you care about. At the end of the trace, systrace will give you a link to the trace which you can open in your browser.
After opening the trace in your browser (preferably Chrome), you should see something like this:

HINT: Use the WASD keys to strafe and zoom
The first thing you should do is highlight the 16ms frame boundaries if you haven't already done that. Check this checkbox at the top right of the screen:

You should see zebra stripes as in the screenshot above. If you don't, try profiling on a different device: Samsung has been known to have issues displaying vsyncs while the Nexus series is generally pretty reliable.
Scroll until you see (part of) the name of your package. In this case, I was profiling com.facebook.adsmanager, which shows up as book.adsmanager because of silly thread name limits in the kernel.
On the left side, you'll see a set of threads which correspond to the timeline rows on the right. There are three/four threads we care about for our purposes: the UI thread (which has your package name or the name UI Thread), mqt_js and mqt_native_modules. If you're running on Android 5+, we also care about the Render Thread.
This is where standard android measure/layout/draw happens. The thread name on the right will be your package name (in my case book.adsmanager) or UI Thread. The events that you see on this thread should look something like this and have to do with Choreographer, traversals, and DispatchUI:

This is where JS is executed. The thread name will be either mqt_js or <...> depending on how cooperative the kernel on your device is being. To identify it if it doesn't have a name, look for things like JSCall, Bridge.executeJSCall, etc:

This is where native module calls (e.g. the UIManager) are executed. The thread name will be either mqt_native_modules or <...>. To identify it in the latter case, look for things like NativeCall, callJavaModuleMethod, and onBatchComplete:

If you're using Android L (5.0) and up, you will also have a render thread in your application. This thread generates the actual OpenGL commands used to draw your UI. The thread name will be either RenderThread or <...>. To identify it in the latter case, look for things like DrawFrame and queueBuffer:

A smooth animation should look something like the following:

Each change in color is a frame -- remember that in order to display a frame, all our UI work needs to be done by the end of that 16ms period. Notice that no thread is working close to the frame boundary. An application rendering like this is rendering at 60FPS.
If you noticed chop, however, you might see something like this:

Notice that the JS thread is executing basically all the time, and across frame boundaries! This app is not rendering at 60FPS. In this case, the problem lies in JS.
You might also see something like this:

In this case, the UI and render threads are the ones that have work crossing frame boundaries. The UI that we're trying to render on each frame is requiring too much work to be done. In this case, the problem lies in the native views being rendered.
At this point, you'll have some very helpful information to inform your next steps.
If you identified a JS problem, look for clues in the specific JS that you're executing. In the scenario above, we see RCTEventEmitter being called multiple times per frame. Here's a zoom-in of the JS thread from the trace above:

This doesn't seem right. Why is it being called so often? Are they actually different events? The answers to these questions will probably depend on your product code. And many times, you'll want to look into shouldComponentUpdate.
TODO: Add more tools for profiling JS
If you identified a native UI problem, there are usually two scenarios:
In the first scenario, you'll see a trace that has the UI thread and/or Render Thread looking like this:

Notice the long amount of time spent in DrawFrame that crosses frame boundaries. This is time spent waiting for the GPU to drain its command buffer from the previous frame.
To mitigate this, you should:
renderToHardwareTextureAndroid for complex, static content that is being animated/transformed (e.g. the Navigator slide/alpha animations)needsOffscreenAlphaCompositing, which is disabled by default, as it greatly increases the per-frame load on the GPU in most cases.If these don't help and you want to dig deeper into what the GPU is actually doing, you can check out Tracer for OpenGL ES.
In the second scenario, you'll see something more like this:

Notice that first the JS thread thinks for a bit, then you see some work done on the native modules thread, followed by an expensive traversal on the UI thread.
There isn't an easy way to mitigate this unless you're able to postpone creating new UI until after the interaction, or you are able to simplify the UI you're creating. The react native team is working on a infrastructure level solution for this that will allow new UI to be created and configured off the main thread, allowing the interaction to continue smoothly.
If you are confused or stuck, please post ask on Stack Overflow with the react-native tag. If you are unable to get a response there, or find an issue with a core component, please File a Github issue.
Profiling Android UI Performance # | Edit on GitHub |
We try our best to deliver buttery-smooth UI performance by default, but sometimes that just isn't possible. Remember, Android supports 10k+ different phones and is generalized to support software rendering: the framework architecture and need to generalize across many hardware targets unfortunately means you get less for free relative to iOS. But sometimes, there are things you can improve (and many times it's not native code's fault at all!).
The first step for debugging this jank is to answer the fundamental question of where your time is being spent during each 16ms frame. For that, we'll be using a standard Android profiling tool called systrace. But first...
Make sure that JS dev mode is OFF!
You should see
__DEV__ === false, development-level warning are OFF, performance optimizations are ONin your application logs (which you can view usingadb logcat)
Systrace is a standard Android marker-based profiling tool (and is installed when you install the Android platform-tools package). Profiled code blocks are surrounded by markers start/end markers which are then visualized in a colorful chart format. Both the Android SDK and React Native framework provide standard markers that you can visualize.
NOTE:
Systrace support was added in react-native
v0.15. You will need to build with that version to collect a trace.
First, connect a device that exhibits the stuttering you want to investigate to your computer via USB and get it to the point right before the navigation/animation you want to profile. Run systrace as follows
A quick breakdown of this command:
time is the length of time the trace will be collected in secondssched, gfx, and view are the android SDK tags (collections of markers) we care about: sched gives you information about what's running on each core of your phone, gfx gives you graphics info such as frame boundaries, and view gives you information about measure, layout, and draw passes-a <your_package_name> enables app-specific markers, specifically the ones built into the React Native framework. your_package_name can be found in the AndroidManifest.xml of your app and looks like com.example.appOnce the trace starts collecting, perform the animation or interaction you care about. At the end of the trace, systrace will give you a link to the trace which you can open in your browser.
After opening the trace in your browser (preferably Chrome), you should see something like this:

HINT: Use the WASD keys to strafe and zoom
The first thing you should do is highlight the 16ms frame boundaries if you haven't already done that. Check this checkbox at the top right of the screen:

You should see zebra stripes as in the screenshot above. If you don't, try profiling on a different device: Samsung has been known to have issues displaying vsyncs while the Nexus series is generally pretty reliable.
Scroll until you see (part of) the name of your package. In this case, I was profiling com.facebook.adsmanager, which shows up as book.adsmanager because of silly thread name limits in the kernel.
On the left side, you'll see a set of threads which correspond to the timeline rows on the right. There are three/four threads we care about for our purposes: the UI thread (which has your package name or the name UI Thread), mqt_js and mqt_native_modules. If you're running on Android 5+, we also care about the Render Thread.
This is where standard android measure/layout/draw happens. The thread name on the right will be your package name (in my case book.adsmanager) or UI Thread. The events that you see on this thread should look something like this and have to do with Choreographer, traversals, and DispatchUI:

This is where JS is executed. The thread name will be either mqt_js or <...> depending on how cooperative the kernel on your device is being. To identify it if it doesn't have a name, look for things like JSCall, Bridge.executeJSCall, etc:

This is where native module calls (e.g. the UIManager) are executed. The thread name will be either mqt_native_modules or <...>. To identify it in the latter case, look for things like NativeCall, callJavaModuleMethod, and onBatchComplete:

If you're using Android L (5.0) and up, you will also have a render thread in your application. This thread generates the actual OpenGL commands used to draw your UI. The thread name will be either RenderThread or <...>. To identify it in the latter case, look for things like DrawFrame and queueBuffer:

A smooth animation should look something like the following:

Each change in color is a frame -- remember that in order to display a frame, all our UI work needs to be done by the end of that 16ms period. Notice that no thread is working close to the frame boundary. An application rendering like this is rendering at 60FPS.
If you noticed chop, however, you might see something like this:

Notice that the JS thread is executing basically all the time, and across frame boundaries! This app is not rendering at 60FPS. In this case, the problem lies in JS.
You might also see something like this:

In this case, the UI and render threads are the ones that have work crossing frame boundaries. The UI that we're trying to render on each frame is requiring too much work to be done. In this case, the problem lies in the native views being rendered.
At this point, you'll have some very helpful information to inform your next steps.
If you identified a JS problem, look for clues in the specific JS that you're executing. In the scenario above, we see RCTEventEmitter being called multiple times per frame. Here's a zoom-in of the JS thread from the trace above:

This doesn't seem right. Why is it being called so often? Are they actually different events? The answers to these questions will probably depend on your product code. And many times, you'll want to look into shouldComponentUpdate.
TODO: Add more tools for profiling JS
If you identified a native UI problem, there are usually two scenarios:
In the first scenario, you'll see a trace that has the UI thread and/or Render Thread looking like this:

Notice the long amount of time spent in DrawFrame that crosses frame boundaries. This is time spent waiting for the GPU to drain its command buffer from the previous frame.
To mitigate this, you should:
renderToHardwareTextureAndroid for complex, static content that is being animated/transformed (e.g. the Navigator slide/alpha animations)needsOffscreenAlphaCompositing, which is disabled by default, as it greatly increases the per-frame load on the GPU in most cases.If these don't help and you want to dig deeper into what the GPU is actually doing, you can check out Tracer for OpenGL ES.
In the second scenario, you'll see something more like this:

Notice that first the JS thread thinks for a bit, then you see some work done on the native modules thread, followed by an expensive traversal on the UI thread.
There isn't an easy way to mitigate this unless you're able to postpone creating new UI until after the interaction, or you are able to simplify the UI you're creating. The react native team is working on a infrastructure level solution for this that will allow new UI to be created and configured off the main thread, allowing the interaction to continue smoothly.
If you are confused or stuck, please post ask on Stack Overflow with the react-native tag. If you are unable to get a response there, or find an issue with a core component, please File a Github issue.
Debugging # | Edit on GitHub |
To access the in-app developer menu:
control + ⌘ + z in the simulator.⌘ + m to simulate hardware menu button click). You can also install Frappé, a tool for OS X, which allows you to emulate shaking of devices remotely. You can use ⌘ + Shift + R as a shortcut to trigger a shake from Frappé.Hint
To disable the developer menu for production builds:
- For iOS open your project in Xcode and select
Product→Scheme→Edit Scheme...(or press⌘ + <). Next, selectRunfrom the menu on the left and change the Build Configuration toRelease.- For Android, by default, developer menu will be disabled in release builds done by gradle (e.g with gradle
assembleReleasetask). Although this behavior can be customized by passing proper value toReactInstanceManager#setUseDeveloperSupport.
Selecting Reload (or pressing ⌘ + r in the iOS simulator) will reload the JavaScript that powers your application. If you have added new resources (such as an image to Images.xcassets on iOS or to res/drawable folder on Android) or modified any native code (Objective-C/Swift code on iOS or Java/C++ code on Android), you will need to re-build the app for the changes to take effect.
To debug the JavaScript code in Chrome, select Debug in Chrome from the developer menu. This will open a new tab at http://localhost:8081/debugger-ui.
In Chrome, press ⌘ + option + i or select View → Developer → Developer Tools to toggle the developer tools console. Enable Pause On Caught Exceptions for a better debugging experience.
To debug on a real device:
RCTWebSocketExecutor.m and change localhost to the IP address of your computer. Shake the device to open the development menu with the option to start debugging.adb command line tool to setup port forwarding from the device to your computer. For that run: adb reverse tcp:8081 tcp:8081 (see this link for help on adb command). Alternatively, you can open dev menu on the device and select Dev Settings, then update Debug server host for device setting to the IP address of your computer.Install the React Developer Tools extension for Google Chrome. This will allow you to navigate the component hierarchy via the React in the developer tools (see facebook/react-devtools for more information).
This option allows for your JS changes to trigger automatic reload on the connected device/emulator. To enable this option:
Enable Live Reload via the developer menu to have the application automatically reload when changes are made to the JavaScript.Dev Settings and select Auto reload on JS change optionOn 0.5.0-rc and higher versions, you can enable a FPS graph overlay in the developers menu in order to help you debug performance problems.
Debugging # | Edit on GitHub |
To access the in-app developer menu:
control + ⌘ + z in the simulator.⌘ + m to simulate hardware menu button click). You can also install Frappé, a tool for OS X, which allows you to emulate shaking of devices remotely. You can use ⌘ + Shift + R as a shortcut to trigger a shake from Frappé.Hint
To disable the developer menu for production builds:
- For iOS open your project in Xcode and select
Product→Scheme→Edit Scheme...(or press⌘ + <). Next, selectRunfrom the menu on the left and change the Build Configuration toRelease.- For Android, by default, developer menu will be disabled in release builds done by gradle (e.g with gradle
assembleReleasetask). Although this behavior can be customized by passing proper value toReactInstanceManager#setUseDeveloperSupport.
Selecting Reload (or pressing ⌘ + r in the iOS simulator) will reload the JavaScript that powers your application. If you have added new resources (such as an image to Images.xcassets on iOS or to res/drawable folder on Android) or modified any native code (Objective-C/Swift code on iOS or Java/C++ code on Android), you will need to re-build the app for the changes to take effect.
To debug the JavaScript code in Chrome, select Debug in Chrome from the developer menu. This will open a new tab at http://localhost:8081/debugger-ui.
In Chrome, press ⌘ + option + i or select View → Developer → Developer Tools to toggle the developer tools console. Enable Pause On Caught Exceptions for a better debugging experience.
To debug on a real device:
RCTWebSocketExecutor.m and change localhost to the IP address of your computer. Shake the device to open the development menu with the option to start debugging.adb command line tool to setup port forwarding from the device to your computer. For that run: adb reverse tcp:8081 tcp:8081 (see this link for help on adb command). Alternatively, you can open dev menu on the device and select Dev Settings, then update Debug server host for device setting to the IP address of your computer.Install the React Developer Tools extension for Google Chrome. This will allow you to navigate the component hierarchy via the React in the developer tools (see facebook/react-devtools for more information).
This option allows for your JS changes to trigger automatic reload on the connected device/emulator. To enable this option:
Enable Live Reload via the developer menu to have the application automatically reload when changes are made to the JavaScript.Dev Settings and select Auto reload on JS change optionOn 0.5.0-rc and higher versions, you can enable a FPS graph overlay in the developers menu in order to help you debug performance problems.
Flexbox # | Edit on GitHub |
Flexbox # | Edit on GitHub |
Gesture Responder System # | Edit on GitHub |
Gesture recognition on mobile devices is much more complicated than web. A touch can go through several phases as the app determines what the user's intention is. For example, the app needs to determine if the touch is scrolling, sliding on a widget, or tapping. This can even change during the duration of a touch. There can also be multiple simultaneous touches.
The touch responder system is needed to allow components to negotiate these touch interactions without any additional knowledge about their parent or child components. This system is implemented in ResponderEventPlugin.js, which contains further details and documentation.
Users can feel huge differences in the usability of web apps vs. native, and this is one of the big causes. Every action should have the following attributes:
These features make users more comfortable while using an app, because it allows people to experiment and interact without fear of making mistakes.
The responder system can be complicated to use. So we have provided an abstract Touchable implementation for things that should be "tappable". This uses the responder system and allows you to easily configure tap interactions declaratively. Use TouchableHighlight anywhere where you would use a button or link on web.
A view can become the touch responder by implementing the correct negotiation methods. There are two methods to ask the view if it wants to become responder:
View.props.onStartShouldSetResponder: (evt) => true, - Does this view want to become responder on the start of a touch?View.props.onMoveShouldSetResponder: (evt) => true, - Called for every touch move on the View when it is not the responder: does this view want to "claim" touch responsiveness?If the View returns true and attempts to become the responder, one of the following will happen:
View.props.onResponderGrant: (evt) => {} - The View is now responding for touch events. This is the time to highlight and show the user what is happeningView.props.onResponderReject: (evt) => {} - Something else is the responder right now and will not release itIf the view is responding, the following handlers can be called:
View.props.onResponderMove: (evt) => {} - The user is moving their fingerView.props.onResponderRelease: (evt) => {} - Fired at the end of the touch, ie "touchUp"View.props.onResponderTerminationRequest: (evt) => true - Something else wants to become responder. Should this view release the responder? Returning true allows releaseView.props.onResponderTerminate: (evt) => {} - The responder has been taken from the View. Might be taken by other views after a call to onResponderTerminationRequest, or might be taken by the OS without asking (happens with control center/ notification center on iOS)evt is a synthetic touch event with the following form:
nativeEventchangedTouches - Array of all touch events that have changed since the last eventidentifier - The ID of the touchlocationX - The X position of the touch, relative to the elementlocationY - The Y position of the touch, relative to the elementpageX - The X position of the touch, relative to the root elementpageY - The Y position of the touch, relative to the root elementtarget - The node id of the element receiving the touch eventtimestamp - A time identifier for the touch, useful for velocity calculationtouches - Array of all current touches on the screenonStartShouldSetResponder and onMoveShouldSetResponder are called with a bubbling pattern, where the deepest node is called first. That means that the deepest component will become responder when multiple Views return true for *ShouldSetResponder handlers. This is desirable in most cases, because it makes sure all controls and buttons are usable.
However, sometimes a parent will want to make sure that it becomes responder. This can be handled by using the capture phase. Before the responder system bubbles up from the deepest component, it will do a capture phase, firing on*ShouldSetResponderCapture. So if a parent View wants to prevent the child from becoming responder on a touch start, it should have a onStartShouldSetResponderCapture handler which returns true.
View.props.onStartShouldSetResponderCapture: (evt) => true,View.props.onMoveShouldSetResponderCapture: (evt) => true,For higher-level gesture interpretation, check out PanResponder.
Gesture Responder System # | Edit on GitHub |
Gesture recognition on mobile devices is much more complicated than web. A touch can go through several phases as the app determines what the user's intention is. For example, the app needs to determine if the touch is scrolling, sliding on a widget, or tapping. This can even change during the duration of a touch. There can also be multiple simultaneous touches.
The touch responder system is needed to allow components to negotiate these touch interactions without any additional knowledge about their parent or child components. This system is implemented in ResponderEventPlugin.js, which contains further details and documentation.
Users can feel huge differences in the usability of web apps vs. native, and this is one of the big causes. Every action should have the following attributes:
These features make users more comfortable while using an app, because it allows people to experiment and interact without fear of making mistakes.
The responder system can be complicated to use. So we have provided an abstract Touchable implementation for things that should be "tappable". This uses the responder system and allows you to easily configure tap interactions declaratively. Use TouchableHighlight anywhere where you would use a button or link on web.
A view can become the touch responder by implementing the correct negotiation methods. There are two methods to ask the view if it wants to become responder:
View.props.onStartShouldSetResponder: (evt) => true, - Does this view want to become responder on the start of a touch?View.props.onMoveShouldSetResponder: (evt) => true, - Called for every touch move on the View when it is not the responder: does this view want to "claim" touch responsiveness?If the View returns true and attempts to become the responder, one of the following will happen:
View.props.onResponderGrant: (evt) => {} - The View is now responding for touch events. This is the time to highlight and show the user what is happeningView.props.onResponderReject: (evt) => {} - Something else is the responder right now and will not release itIf the view is responding, the following handlers can be called:
View.props.onResponderMove: (evt) => {} - The user is moving their fingerView.props.onResponderRelease: (evt) => {} - Fired at the end of the touch, ie "touchUp"View.props.onResponderTerminationRequest: (evt) => true - Something else wants to become responder. Should this view release the responder? Returning true allows releaseView.props.onResponderTerminate: (evt) => {} - The responder has been taken from the View. Might be taken by other views after a call to onResponderTerminationRequest, or might be taken by the OS without asking (happens with control center/ notification center on iOS)evt is a synthetic touch event with the following form:
nativeEventchangedTouches - Array of all touch events that have changed since the last eventidentifier - The ID of the touchlocationX - The X position of the touch, relative to the elementlocationY - The Y position of the touch, relative to the elementpageX - The X position of the touch, relative to the root elementpageY - The Y position of the touch, relative to the root elementtarget - The node id of the element receiving the touch eventtimestamp - A time identifier for the touch, useful for velocity calculationtouches - Array of all current touches on the screenonStartShouldSetResponder and onMoveShouldSetResponder are called with a bubbling pattern, where the deepest node is called first. That means that the deepest component will become responder when multiple Views return true for *ShouldSetResponder handlers. This is desirable in most cases, because it makes sure all controls and buttons are usable.
However, sometimes a parent will want to make sure that it becomes responder. This can be handled by using the capture phase. Before the responder system bubbles up from the deepest component, it will do a capture phase, firing on*ShouldSetResponderCapture. So if a parent View wants to prevent the child from becoming responder on a touch start, it should have a onStartShouldSetResponderCapture handler which returns true.
View.props.onStartShouldSetResponderCapture: (evt) => true,View.props.onMoveShouldSetResponderCapture: (evt) => true,For higher-level gesture interpretation, check out PanResponder.
Getting Started # | Edit on GitHub |
nvm install node && nvm alias default node, which installs the latest version of Node.js and sets up your terminal so you can run it by typing node. With nvm you can install multiple versions of Node.js and easily switch between them.brew install watchman. We recommend installing watchman, otherwise you might hit a node file watching bug.brew install flow, if you want to use flow.We recommend periodically running brew update && brew upgrade to keep your programs up-to-date.
Xcode 7.0 or higher is required. It can be installed from the App Store.
To write React Native apps for Android, you will need to install the Android SDK (and an Android emulator if you want to work on your app without having to use a physical device). See Android setup guide for instructions on how to set up your Android environment.
NOTE: There is experimental Windows and Linux support for Android development.
To run the iOS app:
$ cd AwesomeProjectios/AwesomeProject.xcodeproj and hit run in Xcode.index.ios.js in your text editor of choice and edit some lines.Note: If you are using an iOS device, see the Running on iOS Device page.
To run the Android app:
$ cd AwesomeProject$ react-native run-androidindex.android.js in your text editor of choice and edit some lines.adb logcat *:S ReactNative:V ReactNativeJS:V in a terminal to see your app's logsNote: If you are using an Android device, see the Running on Android Device page.
Congratulations! You've successfully run and modified your first React Native app.
If you run into any issues getting started, see the troubleshooting page.
If you already have a (iOS-only) React Native project and want to add Android support, you need to execute the following commands in your existing project directory:
react-native dependency in your package.json file to the latest version$ npm install$ react-native androidJavaScript Environment # | Edit on GitHub |
When using React Native, you're going to be running your JavaScript code in two environments:
While both environments are very similar, you may end up hitting some inconsistencies. We're likely going to experiment with other JS engines in the future, so it's best to avoid relying on specifics of any runtime.
Syntax transformers make writing code more enjoyable by allowing you to use new JavaScript syntax without having to wait for support on all interpreters.
As of version 0.5.0, React Native ships with the Babel JavaScript compiler. Check Babel documentation on its supported transformations for more details.
Here's a full list of React Native's enabled transformations.
ES5
promise.catch(function() { });ES6
<C onPress={() => this.setState({pressed: true})}let greeting = 'hi';Math.max(...array);class C extends React.Component { render() { return <View />; } }const answer = 42;var {isActive, style} = this.props;import React, { Component } from 'react-native';var key = 'abc'; var obj = {[key]: 10};var obj = { method() { return 10; } };var name = 'vjeux'; var obj = { name };function(type, ...args) { }var who = 'world'; var str = `Hello ${who}`;ES7
var extended = { ...obj, a: 10 };function f(a, b, c,) { }async function doStuffAsync() { const foo = await doOtherStuffAsync(); };JavaScript Environment # | Edit on GitHub |
When using React Native, you're going to be running your JavaScript code in two environments:
While both environments are very similar, you may end up hitting some inconsistencies. We're likely going to experiment with other JS engines in the future, so it's best to avoid relying on specifics of any runtime.
Syntax transformers make writing code more enjoyable by allowing you to use new JavaScript syntax without having to wait for support on all interpreters.
As of version 0.5.0, React Native ships with the Babel JavaScript compiler. Check Babel documentation on its supported transformations for more details.
Here's a full list of React Native's enabled transformations.
ES5
promise.catch(function() { });ES6
<C onPress={() => this.setState({pressed: true})}let greeting = 'hi';Math.max(...array);class C extends React.Component { render() { return <View />; } }const answer = 42;var {isActive, style} = this.props;import React, { Component } from 'react-native';var key = 'abc'; var obj = {[key]: 10};var obj = { method() { return 10; } };var name = 'vjeux'; var obj = { name };function(type, ...args) { }var who = 'world'; var str = `Hello ${who}`;ES7
var extended = { ...obj, a: 10 };function f(a, b, c,) { }async function doStuffAsync() { const foo = await doOtherStuffAsync(); };Linux and Windows Support # | Edit on GitHub |
NOTE: This guide focuses on Android development. You'll need a Mac to build iOS apps.
As React Native on iOS requires a Mac and most of the engineers at Facebook and contributors use Macs, support for OS X is a top priority. However, we would like to support developers using Linux and Windows too. We believe we'll get the best Linux and Windows support from people using these operating systems on a daily basis.
Therefore, Linux and Windows support for the development environment is an ongoing community responsibility. This can mean filing issues and submitting PRs, and we'll help review and merge them. We are looking forward to your contributions and appreciate your patience.
As of version 0.14 Android development with React native is mostly possible on Linux and Windows. You'll need to install Node.js 4.0 or newer. On Linux we recommend installing watchman, otherwise you might hit a node file watching bug.
On Windows the packager won't be started automatically when you run react-native run-android. You can start it manually using:
If you hit a ERROR Watcher took too long to load on Windows, try increasing the timeout in this file (under your node_modules/react-native).
MapView # | Edit on GitHub |
Deprecated. Use annotation onFocus and onBlur instead.
Callback that is called continuously when the user is dragging the map.
Callback that is called once, when the user is done moving the map.
When this property is set to true and a valid camera is associated
+
MapView # | Edit on GitHub |
Deprecated. Use annotation onFocus and onBlur instead.
Callback that is called continuously when the user is dragging the map.
Callback that is called once, when the user is done moving the map.
When this property is set to true and a valid camera is associated
with the map, the camera’s pitch angle is used to tilt the plane
of the map. When this property is set to false, the camera’s pitch
angle is ignored and the map is always displayed as if the user
@@ -10,7 +10,7 @@ camera’s heading angle is ignored and the map is always oriented so
that true north is situated at the top of the map view
If false the user won't be able to change the map region being displayed.
Default value is true.
If true the app will ask for the user's location and display it on
the map. Default value is false.
NOTE: on iOS, you need to add the NSLocationWhenInUseUsageDescription
-key in Info.plist to enable geolocation, otherwise it will fail silently.
Used to style and layout the MapView. See StyleSheet.js and
+key in Info.plist to enable geolocation, otherwise it will fail silently.
Used to style and layout the MapView. See StyleSheet.js and
ViewStylePropTypes.js for more info.
If false the user won't be able to pinch/zoom the map.
Default value is true.
PickerIOS # | Edit on GitHub |
Examples # | Edit on GitHub |
PickerIOS # | Edit on GitHub |
Examples # | Edit on GitHub |
ProgressViewIOS # | Edit on GitHub |
Use ProgressViewIOS to render a UIProgressView on iOS.
The progress value (between 0 and 1).
A stretchable image to display as the progress bar.
The tint color of the progress bar itself.
The progress bar style.
A stretchable image to display behind the progress bar.
The tint color of the progress bar track.
Examples # | Edit on GitHub |
ProgressViewIOS # | Edit on GitHub |
Use ProgressViewIOS to render a UIProgressView on iOS.
The progress value (between 0 and 1).
A stretchable image to display as the progress bar.
The tint color of the progress bar itself.
The progress bar style.
A stretchable image to display behind the progress bar.
The tint color of the progress bar track.
Examples # | Edit on GitHub |
PullToRefreshViewAndroid # | Edit on GitHub |
React view that supports a single scrollable child view (e.g. ScrollView). When this child
view is at scrollY: 0, swiping down triggers an onRefresh event.
The style {flex: 1} might be required to ensure the expected behavior of the child component
-(e.g. when the child is expected to scroll with ScrollView or ListView).
The colors (at least one) that will be used to draw the refresh indicator
Whether the pull to refresh functionality is enabled
Whether the view should be indicating an active refresh
Size of the refresh indicator, see PullToRefreshViewAndroid.SIZE
Examples # | Edit on GitHub |
ScrollView or ListView).The colors (at least one) that will be used to draw the refresh indicator
Whether the pull to refresh functionality is enabled
Whether the view should be indicating an active refresh
Size of the refresh indicator, see PullToRefreshViewAndroid.SIZE
Examples # | Edit on GitHub |
RefreshControl # | Edit on GitHub |
This component is used inside a ScrollView to add pull to refresh
functionality. When the ScrollView is at scrollY: 0, swiping down
-triggers an onRefresh event.
Called when the view starts refreshing.
Whether the view should be indicating an active refresh.
The colors (at least one) that will be used to draw the refresh indicator.
Whether the pull to refresh functionality is enabled.
Size of the refresh indicator, see RefreshControl.SIZE.
The title displayed under the refresh indicator.
Examples # | Edit on GitHub |
onRefresh event.Called when the view starts refreshing.
Whether the view should be indicating an active refresh.
The colors (at least one) that will be used to draw the refresh indicator.
Whether the pull to refresh functionality is enabled.
Size of the refresh indicator, see RefreshControl.SIZE.
The title displayed under the refresh indicator.
Examples # | Edit on GitHub |
Running On Device # | Edit on GitHub |
You'll need this in order to install your app on your device. First, make sure you have USB debugging enabled on your device.
Check that your device has been successfully connected by running adb devices:
Seeing device in the right column means the device is connected. Android - go figure :) You must have only one device connected.
Now you can use react-native run-android to install and launch your app on the device.
You can also iterate quickly on device using the development server. Follow one of the steps described below to make your development server running on your laptop accessible for your device.
Hint
Most modern android devices don't have a hardware menu button, which we use to trigger the developer menu. In that case you can shake the device to open the dev menu (to reload, debug, etc.). Alternatively, you can run the command
adb shell input keyevent 82to open the dev menu (82 being the Menu key code).
Note that this option is available on devices running android 5.0+ (API 21).
Have your device connected via USB with debugging enabled (see paragraph above on how to enable USB debugging on your device).
adb reverse tcp:8081 tcp:8081Reload JS and other development options with no extra configurationadb shell input keyevent 82 from the command line.Dev Settings.Debug server host for device.ipconfig to find your machine's IP address (more info).Reload JS.Running On Device # | Edit on GitHub |
Note that running on device requires Apple Developer account and provisioning your iPhone. This guide covers only React Native specific topic.
You can iterate quickly on device using development server. To do that, your laptop and your phone have to be on the same wifi network.
AwesomeApp/ios/AwesomeApp/AppDelegate.mlocalhost to your laptop's IP. On Mac, you can find the IP address in System Preferences / Network.Hint
Shake the device to open development menu (reload, debug, etc.)
When you run your app on device, we pack all the JavaScript code and the images used into the app's resources. This way you can test it without development server running and submit the app to the AppStore.
AwesomeApp/ios/AwesomeApp/AppDelegate.mjsCodeLocation = [[NSBundle mainBundle] ...Product > Scheme > Edit Scheme... in xcode and change Build Configuration between Debug and Release.When building your app for production, your app's scheme should be set to Release as detailed in the debugging documentation in order to disable the in-app developer menu.
If curl command fails make sure the packager is running. Also try adding --ipv4 flag to the end of it.
Note that since v0.14 JS and images are automatically packaged into the iOS app using Bundle React Native code and images Xcode build phase.
Running On Device # | Edit on GitHub |
Note that running on device requires Apple Developer account and provisioning your iPhone. This guide covers only React Native specific topic.
You can iterate quickly on device using development server. To do that, your laptop and your phone have to be on the same wifi network.
AwesomeApp/ios/AwesomeApp/AppDelegate.mlocalhost to your laptop's IP. On Mac, you can find the IP address in System Preferences / Network.Hint
Shake the device to open development menu (reload, debug, etc.)
When you run your app on device, we pack all the JavaScript code and the images used into the app's resources. This way you can test it without development server running and submit the app to the AppStore.
AwesomeApp/ios/AwesomeApp/AppDelegate.mjsCodeLocation = [[NSBundle mainBundle] ...Product > Scheme > Edit Scheme... in xcode and change Build Configuration between Debug and Release.When building your app for production, your app's scheme should be set to Release as detailed in the debugging documentation in order to disable the in-app developer menu.
If curl command fails make sure the packager is running. Also try adding --ipv4 flag to the end of it.
Note that since v0.14 JS and images are automatically packaged into the iOS app using Bundle React Native code and images Xcode build phase.
SegmentedControlIOS # | Edit on GitHub |
Use SegmentedControlIOS to render a UISegmentedControl iOS.
If false the user won't be able to interact with the control. +
SegmentedControlIOS # | Edit on GitHub |
Use SegmentedControlIOS to render a UISegmentedControl iOS.
If false the user won't be able to interact with the control. Default value is true.
If true, then selecting a segment won't persist visually.
The onValueChange callback will still work as expected.
Callback that is called when the user taps a segment; passes the event as an argument
Callback that is called when the user taps a segment; @@ -155,7 +155,7 @@ exports.examples : 'Change events can be detected', render(): ReactElement { return <EventSegmentedControlExample />; } } -];
SliderIOS # | Edit on GitHub |
If true the user won't be able to move the slider. +
SliderIOS # | Edit on GitHub |
If true the user won't be able to move the slider. Default value is false.
Assigns a maximum track image. Only static images are supported. The leftmost pixel of the image will be stretched to fill the track.
The color used for the track to the right of the button. Overrides the default blue gradient image.
Initial maximum value of the slider. Default value is 1.
Assigns a minimum track image. Only static images are supported. The @@ -6,7 +6,7 @@ rightmost pixel of the image will be stretched to fill the track.
Initial minimum value of the slider. Default value is 0.
Callback called when the user finishes changing the value (e.g. when the slider is released).
Callback continuously called while the user is dragging the slider.
Step value of the slider. The value should be between 0 and (maximumValue - minimumValue). -Default value is 0.
Used to style and layout the Slider. See StyleSheet.js and
+Default value is 0.
Used to style and layout the Slider. See StyleSheet.js and
ViewStylePropTypes.js for more info.
Sets an image for the thumb. It only supports static images.
Assigns a single image for the track. Only static images are supported. The center pixel of the image will be stretched to fill the track.
Initial value of the slider. The value should be between minimumValue and maximumValue, which default to 0 and 1 respectively. @@ -116,7 +116,7 @@ exports.examples ); } }, -];
Switch # | Edit on GitHub |
Universal two-state toggle component.
If true the user won't be able to toggle the switch. +
Switch # | Edit on GitHub |
Universal two-state toggle component.
If true the user won't be able to toggle the switch. Default value is false.
Invoked with the new value when the value changes.
Used to locate this view in end-to-end tests.
The value of the switch. If true the switch will be turned on. -Default value is false.
Examples # | Edit on GitHub |
Examples # | Edit on GitHub |
TabBarIOS.Item # | Edit on GitHub |
Little red bubble that sits at the top right of the icon.
A custom icon for the tab. It is ignored when a system icon is defined.
Callback when this tab is being selected, you should change the state of your +
TabBarIOS.Item # | Edit on GitHub |
Little red bubble that sits at the top right of the icon.
A custom icon for the tab. It is ignored when a system icon is defined.
Callback when this tab is being selected, you should change the state of your component to set selected={true}.
It specifies whether the children are visible or not. If you see a blank content, you probably forgot to add a selected one.
A custom icon when the tab is selected. It is ignored when a system -icon is defined. If left empty, the icon will be tinted in blue.
React style object.
Items comes with a few predefined system icons. Note that if you are +icon is defined. If left empty, the icon will be tinted in blue.
React style object.
Items comes with a few predefined system icons. Note that if you are using them, the title and selectedIcon will be overridden with the system ones.
Text that appears under the icon. It is ignored when a system icon -is defined.
TabBarIOS # | Edit on GitHub |
A Boolean value that indicates whether the tab bar is translucent
Examples # | Edit on GitHub |
TabBarIOS # | Edit on GitHub |
A Boolean value that indicates whether the tab bar is translucent
Examples # | Edit on GitHub |
WebView # | Edit on GitHub |
Renders a native WebView.
DeprecatedUse the source prop instead.
Sets the JS to be injected when the webpage loads.
Invoked when load fails
Invoked when load finish
Invoked when load either succeeds or fails
Invoked on load start
Function that returns a view to show if there's an error.
Function that returns a loading indicator.
Loads static html or a uri (with optional headers) in the WebView.
DeprecatedUse the source prop instead.
Used on Android only, controls whether DOM Storage is enabled or not
Used on Android only, JS is enabled by default for WebView on iOS
Determines whether HTML5 videos play inline or use the native full-screen +
WebView # | Edit on GitHub |
Renders a native WebView.
DeprecatedUse the source prop instead.
Sets the JS to be injected when the webpage loads.
Invoked when load fails
Invoked when load finish
Invoked when load either succeeds or fails
Invoked on load start
Function that returns a view to show if there's an error.
Function that returns a loading indicator.
Loads static html or a uri (with optional headers) in the WebView.
DeprecatedUse the source prop instead.
Used on Android only, controls whether DOM Storage is enabled or not
Used on Android only, JS is enabled by default for WebView on iOS
Determines whether HTML5 videos play inline or use the native full-screen
controller.
default value false
NOTE : "In order for video to play inline, not only does this
@@ -313,7 +313,7 @@ exports.examples );
}
}
-];