diff --git a/releases/next/css/react-native.css b/releases/next/css/react-native.css index 1d7dd728018..d015967f594 100644 --- a/releases/next/css/react-native.css +++ b/releases/next/css/react-native.css @@ -1407,12 +1407,45 @@ div[data-twttr-id] iframe { background-color: hsl(198, 100%, 94%); } +.survey { + padding: 10px; + padding-top: 0; + background-color: rgba(5, 165, 209, 0.05); + border: 2px solid #05A5D1; + position: relative; +} + +.survey-image { + float: left; + height: 128px; + width: 128px; + background-image: url('../img/survey.png'); +} + +.survey p { + margin-left: 130px; +} + +.survey .button { + font-size: 24px; + background: #05A5D1; + color: #fafafa; +} + @media only screen and (max-device-width: 1024px) { #content { display: inline; } + .survey-image { + position: static; + margin: 10px auto; + } + .survey p { + margin-left: 0px; + } + .container { min-width: 0; overflow: auto; diff --git a/releases/next/docs/accessibility.html b/releases/next/docs/accessibility.html index 77d5d92cd0a..ee6e6174863 100644 --- a/releases/next/docs/accessibility.html +++ b/releases/next/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.
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.
Recently, we have been working hard to make the documentation better based on your feedback. Your responses to this yes/no style survey will help us gauge whether we moved in the right direction with the improvements. Thank you!
Colors # | Edit on GitHub |
The following formats are supported:
'#f0f' (#rgb)'#f0fc' (#rgba)'#ff00ff' (#rrggbb)'#ff00ff00' (#rrggbbaa)'rgb(255, 255, 255)''rgba(255, 255, 255, 1.0)''hsl(360, 100%, 100%)''hsla(360, 100%, 100%, 1.0)''transparent''red'0xff00ff00 (0xrrggbbaa)For the named colors, React Native follows the CSS3 specification:
Colors # | Edit on GitHub |
The following formats are supported:
'#f0f' (#rgb)'#f0fc' (#rgba)'#ff00ff' (#rrggbb)'#ff00ff00' (#rrggbbaa)'rgb(255, 255, 255)''rgba(255, 255, 255, 1.0)''hsl(360, 100%, 100%)''hsla(360, 100%, 100%, 1.0)''transparent''red'0xff00ff00 (0xrrggbbaa)For the named colors, React Native follows the CSS3 specification:
Recently, we have been working hard to make the documentation better based on your feedback. Your responses to this yes/no style survey will help us gauge whether we moved in the right direction with the improvements. Thank you!
Debugging # | Edit on GitHub |
You can access the developer menu by shaking your device or by selecting "Shake Gesture" inside the Hardware menu in the iOS Simulator. You can also use the Command⌘ + D keyboard shortcut when your app is running in the iPhone Simulator, or Command⌘ + M when running in an Android emulator.

The Developer Menu is disabled in release (production) builds.
Instead of recompiling your app every time you make a change, you can reload your app's JavaScript code instantly. To do so, select "Reload" from the Developer Menu. You can also press Command⌘ + R in the iOS Simulator, or press R twice on Android emulators.
If the
Command⌘+Rkeyboard shortcut does not seem to reload the iOS Simulator, go to the Hardware menu, select Keyboard, and make sure that "Connect Hardware Keyboard" is checked.
You can speed up your development times by having your app reload automatically any time your code changes. Automatic reloading can be enabled by selecting "Enable Live Reload" from the Developer Menu.
You may even go a step further and keep your app running as new versions of your files are injected into the JavaScript bundle automatically by enabling Hot Reloading from the Developer Menu. This will allow you to persist the app's state through reloads.
There are some instances where hot reloading cannot be implemented perfectly. If you run into any issues, use a full reload to reset your app.
You will need to rebuild your app for changes to take effect in certain situations:
Images.xcassets on iOS or the res/drawable folder on Android.Errors and warnings are displayed inside your app in development builds.
In-app errors are displayed in a full screen alert with a red background inside your app. This screen is known as a RedBox. You can use console.error() to manually trigger one.
Warnings will be displayed on screen with a yellow background. These alerts are known as YellowBoxes. Click on the alerts to show more information or to dismiss them.
As with a RedBox, you can use console.warn() to trigger a YellowBox.
YellowBoxes can be disabled during development by using console.disableYellowBox = true;. Specific warnings can be ignored programmatically by setting an array of prefixes that should be ignored: console.ignoredYellowBox = ['Warning: ...'];
RedBoxes and YellowBoxes are automatically disabled in release (production) builds.
You can display the console logs for an iOS or Android app by using the following commands in a terminal while the app is running:
You may also access these through Debug → Open System Log... in the iOS Simulator or by running adb logcat *:S ReactNative:V ReactNativeJS:V in a terminal while an Android app is running on a device or emulator.
To debug the JavaScript code in Chrome, select "Debug JS Remotely" from the Developer Menu. This will open a new tab at http://localhost:8081/debugger-ui.
Select Tools → Developer Tools from the Chrome Menu to open the Developer Tools. You may also access the DevTools using keyboard shortcuts (Command⌘ + Option⌥ + I on Mac, Ctrl + Shift + I on Windows). You may also want to enable Pause On Caught Exceptions for a better debugging experience.
It is currently not possible to use the "React" tab in the Chrome Developer Tools to inspect app widgets. You can use Nuclide's "React Native Inspector" as a workaround.
On iOS devices, open the file RCTWebSocketExecutor.m and change "localhost" to the IP address of your computer, then select "Debug JS Remotely" from the Developer Menu.
On Android 5.0+ devices connected via USB, you can use the adb command line tool to setup port forwarding from the device to your computer:
adb reverse tcp:8081 tcp:8081
Alternatively, select "Dev Settings" from the Developer Menu, then update the "Debug server host for device" setting to match the IP address of your computer.
If you run into any issues, it may be possible that one of your Chrome extensions is interacting in unexpected ways with the debugger. Try disabling all of your extensions and re-enabling them one-by-one until you find the problematic extension.
To use a custom JavaScript debugger in place of Chrome Developer Tools, set the REACT_DEBUGGER environment variable to a command that will start your custom debugger. You can then select "Debug JS Remotely" from the Developer Menu to start debugging.
The debugger will receive a list of all project roots, separated by a space. For example, if you set REACT_DEBUGGER="node /path/to/launchDebugger.js --port 2345 --type ReactNative", then the command node /path/to/launchDebugger.js --port 2345 --type ReactNative /path/to/reactNative/app will be used to start your debugger.
Custom debugger commands executed this way should be short-lived processes, and they shouldn't produce more than 200 kilobytes of output.
You can enable a performance overlay to help you debug performance problems by selecting "Perf Monitor" in the Developer Menu.
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.
Recently, we have been working hard to make the documentation better based on your feedback. Your responses to this yes/no style survey will help us gauge whether we moved in the right direction with the improvements. Thank you!
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;for (var num of [1, 2, 3]) {}import React, { Component } from 'react';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(); };Specific
Many standards functions are also available on all the supported JavaScript runtimes.
Browser
ES6
ES7
Specific
__DEV__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;for (var num of [1, 2, 3]) {}import React, { Component } from 'react';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(); };Specific
Many standards functions are also available on all the supported JavaScript runtimes.
Browser
ES6
ES7
Specific
__DEV__Recently, we have been working hard to make the documentation better based on your feedback. Your responses to this yes/no style survey will help us gauge whether we moved in the right direction with the improvements. Thank you!
More Resources # | Edit on GitHub |
If you just read through this website, you should be able to build a pretty cool React Native app. But React Native isn't just a product made by one company - it's a community of thousands of developers. So if you're interested in React Native, here's some related stuff you might want to check out.
If you're using React Native, you probably already know about React. So I feel a bit silly mentioning this. But if you haven't, check out React - it's the best way to build a modern website.
One common question is how to handle the "state" of your React Native application. The most popular library for this is Redux. Don't be afraid of how often Redux uses the word "reducer" - it's a pretty simple library, and there's also a nice series of videos explaining it.
If you're looking for a library that does a specific thing, check out Awesome React Native, a curated list of components that also has demos, articles, and other stuff.
There are a lot of example apps at the React Native Playground. You can see the code running on a real device, which is a neat feature.
The folks who built the app for Facebook's F8 conference in 2016 also open-sourced the code and wrote up a detailed series of tutorials. This is useful if you want a more in-depth example that's more realistic than most sample apps out there.
Nuclide is the IDE that Facebook uses internally for React Native development. The killer feature of Nuclide is its debugging ability. It also has great inline Flow support.
Ignite is a starter kit that uses Redux and a few different common UI libraries. It has a CLI to generate apps, components, and containers. If you like all of the individual tech choices, Ignite could be perfect for you.
CodePush is a service from Microsoft that makes it easy to deploy live updates to your React Native app. If you don't like going through the app store process to deploy little tweaks, and you also don't like setting up your own backend, give CodePush a try.
Exponent is a development environment plus application that focuses on letting you build React Native apps in the Exponent development environment, without ever touching Xcode or Android Studio. If you wish React Native was even more JavaScripty and webby, check out Exponent.
Deco is an all-in-one development environment specifically designed for React Native. It can automatically set up a new project, search for open source components, and insert them. You can also tweak your app graphically in real time. Check it out if you use macOS.
The React Native Community Facebook group has thousands of developers, and it's pretty active. Come there to show off your project, or ask how other people solved similar problems.
Reactiflux is a Discord chat where a lot of React-related discussion happens, including React Native. Discord is just like Slack except it works better for open source projects with a zillion contributors. Check out the #react-native channel.
The React Twitter account covers both React and React Native. Following that account is a pretty good way to find out what's happening in the world of React.
There are a lot of React Native Meetups that happen around the world. Often there is React Native content in React meetups as well.
Sometimes we have React conferences. We posted the videos from React.js Conf 2016, and we'll probably have more conferences in the future, too. Stay tuned.
More Resources # | Edit on GitHub |
If you just read through this website, you should be able to build a pretty cool React Native app. But React Native isn't just a product made by one company - it's a community of thousands of developers. So if you're interested in React Native, here's some related stuff you might want to check out.
If you're using React Native, you probably already know about React. So I feel a bit silly mentioning this. But if you haven't, check out React - it's the best way to build a modern website.
One common question is how to handle the "state" of your React Native application. The most popular library for this is Redux. Don't be afraid of how often Redux uses the word "reducer" - it's a pretty simple library, and there's also a nice series of videos explaining it.
If you're looking for a library that does a specific thing, check out Awesome React Native, a curated list of components that also has demos, articles, and other stuff.
There are a lot of example apps at the React Native Playground. You can see the code running on a real device, which is a neat feature.
The folks who built the app for Facebook's F8 conference in 2016 also open-sourced the code and wrote up a detailed series of tutorials. This is useful if you want a more in-depth example that's more realistic than most sample apps out there.
Nuclide is the IDE that Facebook uses internally for React Native development. The killer feature of Nuclide is its debugging ability. It also has great inline Flow support.
Ignite is a starter kit that uses Redux and a few different common UI libraries. It has a CLI to generate apps, components, and containers. If you like all of the individual tech choices, Ignite could be perfect for you.
CodePush is a service from Microsoft that makes it easy to deploy live updates to your React Native app. If you don't like going through the app store process to deploy little tweaks, and you also don't like setting up your own backend, give CodePush a try.
Exponent is a development environment plus application that focuses on letting you build React Native apps in the Exponent development environment, without ever touching Xcode or Android Studio. If you wish React Native was even more JavaScripty and webby, check out Exponent.
Deco is an all-in-one development environment specifically designed for React Native. It can automatically set up a new project, search for open source components, and insert them. You can also tweak your app graphically in real time. Check it out if you use macOS.
The React Native Community Facebook group has thousands of developers, and it's pretty active. Come there to show off your project, or ask how other people solved similar problems.
Reactiflux is a Discord chat where a lot of React-related discussion happens, including React Native. Discord is just like Slack except it works better for open source projects with a zillion contributors. Check out the #react-native channel.
The React Twitter account covers both React and React Native. Following that account is a pretty good way to find out what's happening in the world of React.
There are a lot of React Native Meetups that happen around the world. Often there is React Native content in React meetups as well.
Sometimes we have React conferences. We posted the videos from React.js Conf 2016, and we'll probably have more conferences in the future, too. Stay tuned.
Recently, we have been working hard to make the documentation better based on your feedback. Your responses to this yes/no style survey will help us gauge whether we moved in the right direction with the improvements. Thank you!
Running On Device # | Edit on GitHub |
Running an iOS app on a device requires an Apple Developer account and provisioning your iPhone. This guide covers only React Native specific topics.
You can iterate quickly on device using the development server. First, ensure that you are on the same Wi-Fi network as your computer.
ios/YourApp/AppDelegate.mlocalhost to your laptop's IP address. On Mac, you can find the IP address in System Preferences / Network.Hint
Shake the device to open the developer menu.
You have built a great app using React Native, and you are now itching to release it in the App Store. The process is the same as any other native iOS app, with some additional considerations to take into account.
Building an app for distribution in the App Store requires using the Release scheme in Xcode. Apps built for Release will automatically disable the in-app developer menu. This will prevent your users from inadvertently accessing the menu in production.
Set up your app to load your JavaScript, images, and other static assets from its resource bundle rather than the development server. This way you can test the app independently of the development server, and will allow you to distribute the app to beta testers and submit the app to the App Store.
ios/YourApp/AppDelegate.mjsCodeLocation = [[NSBundle mainBundle] ...App Transport Security is a security feature, added in iOS 9, that rejects all HTTP requests that are not sent over HTTPS. This can result in HTTP traffic being blocked, including the developer React Native server.
ATS is disabled by default in projects generated using the React Native CLI in order to make development easier. You should re-enable ATS prior to building your app for production by removing the NSAllowsArbitraryLoads entry from your Info.plist file in the ios/ folder.
To learn more about how to configure ATS on your own Xcode projects, see this post on ATS.
Running On Device # | Edit on GitHub |
Running an iOS app on a device requires an Apple Developer account and provisioning your iPhone. This guide covers only React Native specific topics.
You can iterate quickly on device using the development server. First, ensure that you are on the same Wi-Fi network as your computer.
ios/YourApp/AppDelegate.mlocalhost to your laptop's IP address. On Mac, you can find the IP address in System Preferences / Network.Hint
Shake the device to open the developer menu.
You have built a great app using React Native, and you are now itching to release it in the App Store. The process is the same as any other native iOS app, with some additional considerations to take into account.
Building an app for distribution in the App Store requires using the Release scheme in Xcode. Apps built for Release will automatically disable the in-app developer menu. This will prevent your users from inadvertently accessing the menu in production.
Set up your app to load your JavaScript, images, and other static assets from its resource bundle rather than the development server. This way you can test the app independently of the development server, and will allow you to distribute the app to beta testers and submit the app to the App Store.
ios/YourApp/AppDelegate.mjsCodeLocation = [[NSBundle mainBundle] ...App Transport Security is a security feature, added in iOS 9, that rejects all HTTP requests that are not sent over HTTPS. This can result in HTTP traffic being blocked, including the developer React Native server.
ATS is disabled by default in projects generated using the React Native CLI in order to make development easier. You should re-enable ATS prior to building your app for production by removing the NSAllowsArbitraryLoads entry from your Info.plist file in the ios/ folder.
To learn more about how to configure ATS on your own Xcode projects, see this post on ATS.
Recently, we have been working hard to make the documentation better based on your feedback. Your responses to this yes/no style survey will help us gauge whether we moved in the right direction with the improvements. Thank you!
Running On Simulator # | Edit on GitHub |
Once you have your React Native project initialized, you can run react-native run-ios inside the newly created project directory. If everything is set up correctly, you should see your new app running in the iOS Simulator shortly.
You can specify the device the simulator should run with the --simulator flag, followed by the device name as a string. The default is "iPhone 6". If you wish to run your app on an iPhone 4s, just run react-native run-ios --simulator "iPhone 4s".
The device names correspond to the list of devices available in Xcode. You can check your available devices by running xcrun simctl list devices from the console.
Running On Simulator # | Edit on GitHub |
Once you have your React Native project initialized, you can run react-native run-ios inside the newly created project directory. If everything is set up correctly, you should see your new app running in the iOS Simulator shortly.
You can specify the device the simulator should run with the --simulator flag, followed by the device name as a string. The default is "iPhone 6". If you wish to run your app on an iPhone 4s, just run react-native run-ios --simulator "iPhone 4s".
The device names correspond to the list of devices available in Xcode. You can check your available devices by running xcrun simctl list devices from the console.
Recently, we have been working hard to make the documentation better based on your feedback. Your responses to this yes/no style survey will help us gauge whether we moved in the right direction with the improvements. Thank you!