Main topics covered here:
All components in Dioxus are backed by something called the Scope
. As a user, you will never directly interact with the Scope
as most calls are shuttled through Context
. Scopes manage all the internal state for components including hooks, bump arenas, and (unsafe!) lifetime management.
Whenever a new component is created from within a user's component, a new "caller" closure is created that captures the component's properties. In contrast to Yew, we allow components to borrow from their parents, provided their memo
(essentially canComponentUpdate) method returns false for non-static items. The Props
macro figures this out automatically, and implements the Properties
trait with the correct canComponentUpdate
flag. Implementing this method manually is unsafe! With the Props
macro you can manually disable memoization, but cannot manually enable memoization for non 'static properties structs without invoking unsafe. For 99% of cases, this is fine.
During diffing, the "caller" closure is updated if the props are not `static. This is very important! If the props change, the old version will be referencing stale data that exists in an "old" bump frame. However, if we cycled the bump frames twice without updating the closure, then the props will point to invalid data and cause memory safety issues. Therefore, it's an invariant to ensure that non-'static Props are always updated during diffing.
Hooks are a form of state that's slightly more finicky than structs but more extensible overall. Hooks cannot be used in conditionals, but are portable enough to run on most targets.
The Dioxus hook model uses a Bump arena where user's data lives.
Initializing hooks:
Running hooks:
Dropping hooks:
The entire diffing logic for Dioxus lives in one file (diff.rs). Diffing in Dioxus is hyper-optimized for the types of structures generated by the rsx! and html! macros.
The diffing engine in Dioxus expects the RealDom
Dioxus uses patches - not imperative methods - to modify the real dom. This speeds up the diffing operation and makes diffing cancelable which is useful for cooperative scheduling. In general, the RealDom trait exists so renderers can share "Node pointers" across runtime boundaries.
There are no contractual obligations between the VirtualDOM and RealDOM. When the VirtualDOM finishes its work, it releases a Vec of Edits (patches) which the RealDOM can use to update itself.
When an EventTrigger enters the queue and "progress" is called (an async function), Dioxus will get to work running scopes and diffing nodes. Scopes are run and nodes are diffed together. Dioxus records which scopes get diffed to track the progress of its work.
While descending through the stack frame, Dioxus will query the RealDom for "time remaining." When the time runs out, Dioxus will escape the stack frame by queuing whatever work it didn't get to, and then bubbling up out of "diff_node". Dioxus will also bubble out of "diff_node" if more important work gets queued while it was descending.
Once bubbled out of diff_node, Dioxus will request the next idle callback and await for it to become available. The return of this callback is a "Deadline" object which Dioxus queries through the RealDom.
All of this is orchestrated to keep high priority events moving through the VirtualDOM and scheduling lower-priority work around the RealDOM's animations and periodic tasks.
// returns a "deadline" object
function idle() {
return new Promise(resolve => requestIdleCallback(resolve));
}
In React, "suspense" is the ability render nodes outside of the traditional lifecycle. React will wait on a future to complete, and once the data is ready, will render those nodes. React's version of suspense is designed to make working with promises in components easier.
In Dioxus, we have similar philosophy, but the use and details of suspense is slightly different. For starters, we don't currently allow using futures in the element structure. Technically, we can allow futures - and we do with "Signals" - but the "suspense" feature itself is meant to be self-contained within a single component. This forces you to handle all the loading states within your component, instead of outside the component, keeping things a bit more containerized.
Internally, the flow of suspense works like this: