Of course, they could have just used Cappuccino, but "details". Some more
details were that their version of drawRect:
was called render()
and returned HTML instead
of drawing into a graphics context, but that's just the reality of living
inside a browser. And of course there was react-canvas.
Overall, though, the use of a true MVC UI framework seemed like a great step forward compared to directly manipulating the DOM on user input, at least for actual applications.
Imagine my surprise when I learned about React.native! It looked like they took what I had assumed to be an implementation detail as the main feature. Looking a little more closely confirmed my suspicions.
Fortunately, the React.js team was so kind as to put their basic ideas in writing: React - Basic Theoretical Concepts (also discussed on HN) ). So I had a look and after a bit of reading decided it would be useful to do a side-by-side comparison with equivalents of those concepts in Cocoa as far as I understand them.
React |
Cocoa |
---|---|
TransformationThe core premise for React is that UIs are simply a projection of data into a different form of data. The same input gives the same output. A simple pure function. function NameBox(name) {
return { fontWeight:
'bold', labelContent: name };
} |
TransformationA core premise of Cocoa, and MVC in general, is that UIs are a projection of data into a different form of data, specifically bits on a screen. The same input gives the same output. A simple method: -(void)drawRect:(NSRect)aRect {
...
}
We do not make the (unwarranted) assumption that this transformation can or should be expressed as a pure function. While that would be nice, there are many reasons why this is not a good idea, some pretty obvious. |
AbstractionYou can't fit a complex UI in a single function though. It is important that UIs can be abstracted into reusable pieces that don't leak their implementation details. Such as calling one function from another. function FancyUserBox(user) {
return {
borderStyle: '1px solid blue',
childContent: [
'Name: ',
NameBox(user.firstName + ' ' +
user.lastName)
]
};
}
|
AbstractionAlthough it is be possible to render an entire UI in a single View'sdrawRect:: method, and users of NSOpenGLView tend to do that, it is generally
better practice to split complex UIs into reusable pieces that don't leak their implementation details.
Fortunately we have such reusable pieces, they are
called objects, and we can group them into classes. Following
the MVC naming conventions, we call objects that represent UI views, in
Cocoa they are instance of |
CompositionTo achieve truly reusable features, it is not enough to simply reuse leaves and build new containers for them. You also need to be able to build abstractions from the containers that compose other abstractions. The way I think about "composition" is that they're combining two or more different abstractions into a new one. function FancyBox(children) {
return {
borderStyle: '1px solid blue',
children: children
};
}
function UserBox(user) {
return FancyBox([
'Name: ',
NameBox(user.firstName + ' ' +
user.lastName)
]);
} |
CompositionTo achieve truly reusable features, it is not enough to simply reuse leaves and build new containers for them. You also need to be able to build abstractions from the containers that compose other abstractions. The way I think about "composition" is that they're combining two or more different abstractions into a new one. Examples of this are theNSScrollView , which composes the actual scrollers,
themselves composed of different parts, a NSClipView to provide a
window onto the user-provided contentView .
Other examples are |
StateA UI is NOT simply a replication of server / business logic state. There is actually a lot of state that is specific to an exact projection and not others. For example, if you start typing in a text field. That may or may not be replicated to other tabs or to your mobile device. Scroll position is a typical example that you almost never want to replicate across multiple projections. We tend to prefer our data model to be immutable. We thread functions through that can update state as a single atom at the top. function FancyNameBox(user, likes,
onClick) {
return FancyBox([
'Name: ', NameBox(user.firstName + ' ' +
user.lastName),
'Likes: ', LikeBox(likes),
LikeButton(onClick)
]);
}
// Implementation Details
var likes = 0;
function addOneMoreLike() {
likes++;
rerender();
}
// Init
FancyNameBox(
{ firstName: 'Sebastian',
lastName: 'Markbåge' },
likes,
addOneMoreLike
); NOTE: These examples use side-effects to update state. My actual mental model of this is that they return the next version of state during an "update" pass. It was simpler to explain without that but we'll want to change these examples in the future. |
StateA UI is NOT simply a replication of server / business logic state. There is actually a lot of state that is specific to an exact projection and not others. For example, if you start typing in a text field. That may or may not be replicated to other tabs or to your mobile device. Scroll position is a typical example that you almost never want to replicate across multiple projections. Fortunately, the view objects we are using already provide exactly this UI-specific state, so yay objects.
|
MemoizationCalling the same function over and over again is wasteful if we know that the function is pure. We can create a memoized version of a function that keeps track of the last argument and last result. That way we don't have to reexecute it if we keep using the same value. function memoize(fn) {
var cachedArg;
var cachedResult;
return function(arg) {
if (cachedArg === arg) {
return cachedResult;
}
cachedArg = arg;
cachedResult = fn(arg);
return cachedResult;
};
}
var MemoizedNameBox = memoize(NameBox);
function NameAndAgeBox(user, currentTime)
{
return FancyBox([
'Name: ',
MemoizedNameBox(user.firstName +
' ' + user.lastName),
'Age in milliseconds: ',
currentTime - user.dateOfBirth
]);
} |
MemoizationCalling the same method over and over again is wasteful.So we don't do that. First, we did not start with the obviously incorrect premise that the UI is a simple "pure" function of the model. Except for games, UIs are actually very stable, more stable than the model. You have chrome, viewers, tools etc. What is a (somewhat) pure mapping from the model is the data that is displayed in the UI, but not the entire UI. So if we don't make the incorrect assumption that UIs are unstable (pure functions of model), then we don't have to expend additional and fragile effort to re-create that necessary stability.
In terms of optimizing output, this is also handled within the model, rather than in
opposition to it: views are stable, so we keep a note of which views have
collected damage and need to be redrawn. The application event loop coalesces these
damage rectangles and initiates an optimized operation: it only redraws views whose
bounds intersect the damaged region, and also passes the rectangle(s) to the
|
ListsMost UIs are some form of lists that then produce multiple different values for each item in the list. This creates a natural hierarchy. To manage the state for each item in a list we can create a Map that holds the state for a particular item. function UserList(users, likesPerUser,
updateUserLikes) {
return users.map(user => FancyNameBox(
user,
likesPerUser.get(user.id),
() => updateUserLikes(user.id,
likesPerUser.get(user.id) + 1)
));
}
var likesPerUser = new Map();
function updateUserLikes(id, likeCount) {
likesPerUser.set(id, likeCount);
rerender();
}
UserList(data.users, likesPerUser,
updateUserLikes); NOTE: We now have multiple different arguments passed to FancyNameBox. That breaks our memoization because we can only remember one value at a time. More on that below. |
ListsMost UIs are some form of lists that then produce multiple different values for each item in the list. This creates a natural hierarchy. Fortunately there is nothing to do here, the basic hierarchical view model already takes care of it. There are specific view classes for lists, but there is nothing special about them in terms of the conceptual or implementation model. |
ContinuationsUnfortunately, since there are so many lists of lists all over the place in UIs, it becomes quite a lot of boilerplate to manage that explicitly. We can move some of this boilerplate out of our critical business logic by deferring execution of a function. For example, by using "currying" ( This isn't reducing boilerplate but is at least moving it out of the critical business logic. function FancyUserList(users) {
return FancyBox(
UserList.bind(null, users)
);
}
const box = FancyUserList(data.users);
const resolvedChildren =
box.children(likesPerUser,
updateUserLikes);
const resolvedBox = {
...box,
children: resolvedChildren
}; |
ContinuationsFortunately, it doesn't matter how many lists of lists there are all over the place in UIs, since our composition mechanism actually works for this use case. |
State MapWe know from earlier that once we see repeated patterns we can use composition to avoid reimplementing the same pattern over and over again. We can move the logic of extracting and passing state to a low-level function that we reuse a lot. function FancyBoxWithState(
children,
stateMap,
updateState
) {
return FancyBox(
children.map(child => child.continuation(
stateMap.get(child.key),
updateState
))
);
}
function UserList(users) {
return users.map(user => {
continuation:
FancyNameBox.bind(null, user),
key: user.id
});
}
function FancyUserList(users) {
return FancyBoxWithState.bind(null,
UserList(users)
);
}
const continuation =
FancyUserList(data.users);
continuation(likesPerUser,
updateUserLikes); |
State MapDon't need it.(Just how many distinct mechanism do we have now for re-introducing state? At what point do we revisit our initial premise that UIs are pure functions of the model??)
|
Memoization MapOnce we want to memoize multiple items in a list memoization becomes much harder. You have to figure out some complex caching algorithm that balances memory usage with frequency. Luckily, UIs tend to be fairly stable in the same position. The same position in the tree gets the same value every time. This tree turns out to be a really useful strategy for memoization. We can use the same trick we used for state and pass a memoization cache through the composable function. function memoize(fn) {
return function(arg, memoizationCache) {
if (memoizationCache.arg === arg) {
return memoizationCache.result;
}
const result = fn(arg);
memoizationCache.arg = arg;
memoizationCache.result = result;
return result;
};
}
function FancyBoxWithState(
children,
stateMap,
updateState,
memoizationCache
) {
return FancyBox(
children.map(child =>
child.continuation(
stateMap.get(child.key),
updateState,
memoizationCache.get(child.key)
))
);
}
const MemoizedFancyNameBox =
memoize(FancyNameBox); |
Memoization MapHuh?Seriously? |
Algebraic EffectsIt turns out that it is kind of a PITA to pass every little value you might need through several levels of abstractions. It is kind of nice to sometimes have a shortcut to pass things between two abstractions without involving the intermediates. In React we call this "context". Sometimes the data dependencies don't neatly follow the abstraction tree. For example, in layout algorithms you need to know something about the size of your children before you can completely fulfill their position. Now, this example is a bit "out there". I'll use Algebraic Effects as proposed for ECMAScript. If you're familiar with functional programming, they're avoiding the intermediate ceremony imposed by monads. function ThemeBorderColorRequest()
{ }
function FancyBox(children) {
const color = raise
new ThemeBorderColorRequest();
return {
borderWidth: '1px',
borderColor: color,
children: children
};
}
function BlueTheme(children) {
return try {
children();
} catch effect
ThemeBorderColorRequest ->
[, continuation] {
continuation('blue');
}
}
function App(data) {
return BlueTheme(
FancyUserList.bind(null, data.users)
);
} |
Algebraic EffectsIt turns out that it is kind of a PITA to pass every little value you might need through several levels of abstractions.... So don't do that.This is another reason why it's advantageous to have a stable hierarchy of stateful objects representing your UI. If you need more context, you just ask around. Ask your parent, ask your siblings, ask your children, they are all present. Again, no special magic needed.
|
So that was the comparison. I have to apologise for getting somewhat less detail-oriented near the end, but the level of complexity just started to overwhelm me. Add to that, for React.native, the joy of having to duplicate the entire hierarchy of view classes, just to have the "components" generate not-quite-temporary temporary views that than generate layers that draw the actual UI. Maybe there's one too many layers. Or two.
The idea of UI being a pure function of the model seems so obviously incorrect, and leads to such a plethora of problems, that it is a bit puzzling how one could come up with it in the first place, and certainly how one would stick with it in face of the avalanche of problems that just keeps coming. A part of this is certainly the current unthinking infatuation with functional programming ideas. These ideas are broadly good, but not nearly as widely or universally applicable as some of their more starry-eyed proponents propose (I hesitate to use the word "think" in this context).
Another factor is the the usefulness of immediate-mode graphics, compared to retained-state graphics. This is actually an interesting topic by itself, IMHO, one of those eternal circles where we move from a fully retained model such as the early GKS or laterr Phigs to immedate drawing models such as Postscript, Quartz, und OpenGL, only to then re-invent the retained model (sort of) with things like CoreAnimation, Avalon and, of course, the DOM (and round and round we go). Cocoa's model represents a variable approach, where you can mix-and-match object-oriented and immediate-mode drawing as you see fit. But more on that later.
Last not least, it's probably not entirely coincidental that this idea was hatched for Facebook and Instagram feed applications. Similar to games, these sorts of apps have displays that really are determined mostly by their "model", the stream of data coming from their feed. I am not convinced that feed application generalizes well to application.
Anyway, for me, this whole exercise has actually motivated me to start using react.js a little. I still think that Cappuccino is probably the better, less confused framework, but it helps to know about what the quasi-mainstream is doing. I also think that despite all the flaws, react.js and react.native are currently eating native development's lunch. And that's certainly interesting. Stay tuned!
UPDATE:
Dan Abramov responds:
I think you’re overfocusing on the “pure” wording and theoretical definitions over practical differences.
To elaborate a bit, React components aren’t always “pure” in strict FP sense of the word. They’re also not always functions (although we’re adding a stateful function API as a preferred alternative to classes soon). Support for local state and side effects is absolutely a core feature of React components and not something we avoid for “purity”.
I added a PR to remove the misleading "pure" from the concepts page.