Merge Android UI Performance into Performance doc, reorder sidebar

Summary:
Doing some cleanup in preparation for CRNA.
Recommend `FlatList` and React Navigation for perf.
Tag docs that may only apply to apps ejected from CRNA. Currently has no effect.
Closes https://github.com/facebook/react-native/pull/12692

Differential Revision: D4654077

Pulled By: hramos

fbshipit-source-id: 1245d80d66e37d9dca9e9daf23e8b93c65cd1bf7
This commit is contained in:
Hector Ramos 2017-03-06 09:50:36 -08:00 committed by Facebook Github Bot
parent c77f09b174
commit c503dae446
33 changed files with 375 additions and 459 deletions

View File

@ -5,7 +5,7 @@ layout: docs
category: Guides
permalink: docs/accessibility.html
next: timers
previous: animations
previous: debugging
---
## Native App Accessibility (iOS and Android)

View File

@ -4,6 +4,7 @@ title: Building React Native from source
layout: docs
category: Guides (Android)
permalink: docs/android-building-from-source.html
banner: ejected
next: activityindicator
previous: android-ui-performance
---

View File

@ -1,165 +1,7 @@
---
id: android-ui-performance
title: Profiling Android UI Performance
layout: docs
category: Guides (Android)
layout: redirect
permalink: docs/android-ui-performance.html
next: android-building-from-source
previous: signed-apk-android
destinationUrl: performance.html
---
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 ON` in your application logs (which you can view using `adb logcat`)
## Profiling with Systrace
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.
### Collecting a trace
> 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
```
$ <path_to_android_sdk>/platform-tools/systrace/systrace.py --time=10 -o trace.html sched gfx view -a <your_package_name>
```
A quick breakdown of this command:
- `time` is the length of time the trace will be collected in seconds
- `sched`, `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.app`
Once 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.
## Reading the trace
After opening the trace in your browser (preferably Chrome), you should see something like this:
![Example](img/SystraceExample.png)
If your trace .html file isn't opening correctly, check your browser console for the following:
![ObjectObserveError](img/ObjectObserveError.png)
Since Object.observe was deprecated in recent browsers, you may have to open the file from the Google Chrome Tracing tool. You can do so by:
- Opening tab in chrome chrome://tracing
- Selecting load
- Selecting the html file generated from the previous command.
**HINT**: Use the WASD keys to strafe and zoom
### Enable VSync highlighting
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:
![Enable VSync Highlighting](img/SystraceHighlightVSync.png)
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.
### Find your process
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.
### UI 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`:
![UI Thread Example](img/SystraceUIThreadExample.png)
### JS Thread
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:
![JS Thread Example](img/SystraceJSThreadExample.png)
### Native Modules Thread
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`:
![Native Modules Thread Example](img/SystraceNativeModulesThreadExample.png)
### Bonus: Render Thread
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`:
![Render Thread Example](img/SystraceRenderThreadExample.png)
## Identifying a culprit
A smooth animation should look something like the following:
![Smooth Animation](img/SystraceWellBehaved.png)
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:
![Choppy Animation from JS](img/SystraceBadJS.png)
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:
![Choppy Animation from UI](img/SystraceBadUI.png)
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.
## JS Issues
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:
![Too much JS](img/SystraceBadJS2.png)
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](https://facebook.github.io/react/docs/component-specs.html#updating-shouldcomponentupdate).
> **TODO**: Add more tools for profiling JS
## Native UI Issues
If you identified a native UI problem, there are usually two scenarios:
1. the UI you're trying to draw each frame involves to much work on the GPU, or
2. You're constructing new UI during the animation/interaction (e.g. loading in new content during a scroll).
### Too much GPU work
In the first scenario, you'll see a trace that has the UI thread and/or Render Thread looking like this:
![Overloaded GPU](img/SystraceBadUI.png)
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:
- investigate using `renderToHardwareTextureAndroid` for complex, static content that is being animated/transformed (e.g. the `Navigator` slide/alpha animations)
- make sure that you are **not** using `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](http://developer.android.com/tools/help/gltracer.html).
### Creating new views on the UI thread
In the second scenario, you'll see something more like this:
![Creating Views](img/SystraceBadCreateUI.png)
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.
## Still stuck?
If you are confused or stuck, please post ask on [Stack Overflow with the react-native tag](http://stackoverflow.com/tags/react-native). If you are unable to get a response there, or find an issue with a core component, please [File a Github issue](https://github.com/facebook/react-native/issues).

View File

@ -4,7 +4,7 @@ title: Animations
layout: docs
category: Guides
permalink: docs/animations.html
next: accessibility
next: navigation
previous: handling-touches
---

View File

@ -4,8 +4,8 @@ title: Colors
layout: docs
category: Guides
permalink: docs/colors.html
next: images
previous: integration-with-existing-apps
next: platform-specific-code
previous: images
---
The following formats are supported:

View File

@ -4,8 +4,9 @@ title: Communication between native and React Native
layout: docs
category: Guides (iOS)
permalink: docs/communication-ios.html
banner: ejected
next: native-modules-android
previous: running-on-simulator-ios
previous: linking-libraries-ios
---
In [Integrating with Existing Apps guide](docs/integration-with-existing-apps.html) and [Native UI Components guide](docs/native-components-ios.html) we learn how to embed React Native in a native component and vice versa. When we mix native and React Native components, we'll eventually find a need to communicate between these two worlds. Some ways to achieve that have been already mentioned in other guides. This article summarizes available techniques.

View File

@ -4,8 +4,8 @@ title: Debugging
layout: docs
category: Guides
permalink: docs/debugging.html
next: testing
previous: direct-manipulation
next: accessibility
previous: platform-specific-code
---
## Accessing the In-App Developer Menu

View File

@ -4,8 +4,8 @@ title: Direct Manipulation
layout: docs
category: Guides
permalink: docs/direct-manipulation.html
next: debugging
previous: timers
next: performance
previous: javascript-environment
---
It is sometimes necessary to make changes directly to a component

View File

@ -4,8 +4,8 @@ title: Gesture Responder System
layout: docs
category: Guides
permalink: docs/gesture-responder-system.html
next: native-modules-ios
previous: platform-specific-code
next: testing
previous: performance
---
The gesture responder system manages the lifecycle of gestures in your app. 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.

View File

@ -5,7 +5,7 @@ layout: docs
category: Guides
permalink: docs/handling-touches.html
next: animations
previous: images
previous: more-resources
---
Users interact with mobile apps mainly through touch. They can use a combination of gestures, such as tapping on a button, scrolling a list, or zooming on a map.

View File

@ -4,6 +4,7 @@ title: Headless JS
layout: docs
category: Guides (Android)
permalink: docs/headless-js-android.html
banner: ejected
next: signed-apk-android
previous: native-components-android
---

View File

@ -4,8 +4,8 @@ title: Images
layout: docs
category: Guides
permalink: docs/images.html
next: handling-touches
previous: colors
next: colors
previous: navigation
---
## Static Image Resources

View File

@ -4,8 +4,9 @@ title: Integration With Existing Apps
layout: docs
category: Guides
permalink: docs/integration-with-existing-apps.html
next: colors
previous: more-resources
banner: ejected
next: running-on-device
previous: testing
---
<div class="integration-toggler">

View File

@ -4,8 +4,8 @@ title: JavaScript Environment
layout: docs
category: Guides
permalink: docs/javascript-environment.html
next: navigation
previous: testing
next: direct-manipulation
previous: timers
---
## JavaScript Runtime

View File

@ -4,6 +4,7 @@ title: Linking Libraries
layout: docs
category: Guides (iOS)
permalink: docs/linking-libraries-ios.html
banner: ejected
next: running-on-simulator-ios
previous: native-components-ios
---

View File

@ -4,7 +4,7 @@ title: More Resources
layout: docs
category: The Basics
permalink: docs/more-resources.html
next: integration-with-existing-apps
next: handling-touches
previous: networking
---

View File

@ -4,6 +4,7 @@ title: Native UI Components
layout: docs
category: Guides (Android)
permalink: docs/native-components-android.html
banner: ejected
next: headless-js-android
previous: native-modules-android
---

View File

@ -4,6 +4,7 @@ title: Native UI Components
layout: docs
category: Guides (iOS)
permalink: docs/native-components-ios.html
banner: ejected
next: linking-libraries-ios
previous: native-modules-ios
---

View File

@ -4,6 +4,7 @@ title: Native Modules
layout: docs
category: Guides (Android)
permalink: docs/native-modules-android.html
banner: ejected
next: native-components-android
previous: communication-ios
---
@ -131,7 +132,7 @@ public class AnExampleReactPackage implements ReactPackage {
return modules;
}
}
```
@ -369,9 +370,9 @@ public class ImagePickerModule extends ReactContextBaseJavaModule {
private static final String E_NO_IMAGE_DATA_FOUND = "E_NO_IMAGE_DATA_FOUND";
private Promise mPickerPromise;
private final ActivityEventListener mActivityEventListener = new BaseActivityEventListener() {
@Override
public void onActivityResult(Activity activity, int requestCode, int resultCode, Intent intent) {
if (requestCode == IMAGE_PICKER_REQUEST) {

View File

@ -4,8 +4,9 @@ title: Native Modules
layout: docs
category: Guides (iOS)
permalink: docs/native-modules-ios.html
banner: ejected
next: native-components-ios
previous: gesture-responder-system
previous: upgrading
---
Sometimes an app needs access to platform API, and React Native doesn't have a corresponding module yet. Maybe you want to reuse some existing Objective-C, Swift or C++ code without having to reimplement it in JavaScript, or write some high performance, multi-threaded code such as for image processing, a database, or any number of advanced extensions.
@ -402,13 +403,13 @@ You will receive a warning if you expend resources unnecessarily by emitting an
}
// Will be called when this module's first listener is added.
-(void)startObserving {
-(void)startObserving {
hasListeners = YES;
// Set up any upstream listeners or background tasks as necessary
}
// Will be called when this module's last listener is removed, or on dealloc.
-(void)stopObserving {
-(void)stopObserving {
hasListeners = NO;
// Remove upstream listeners, stop unnecessary background tasks
}

View File

@ -4,8 +4,8 @@ title: Navigation
layout: docs
category: Guides
permalink: docs/navigation.html
next: performance
previous: javascript-environment
next: images
previous: animations
---
This guide covers the various navigation components available in React Native. If you are just getting started with navigation, you will probably want to use React Navigation.

View File

@ -4,295 +4,125 @@ title: Performance
layout: docs
category: Guides
permalink: docs/performance.html
next: understanding-cli
previous: navigation
next: gesture-responder-system
previous: direct-manipulation
---
A compelling reason for using React Native instead of WebView-based
tools is to achieve 60 FPS and a native look & feel to your apps. Where
possible, we would like for React Native to do the right thing and help
you to focus on your app instead of performance optimization, but there
are areas where we're not quite there yet, and others where React Native
(similar to writing native code directly) cannot possibly determine the
best way to optimize for you and so manual intervention will be
necessary.
A compelling reason for using React Native instead of WebView-based tools is to achieve 60 frames per second and a native look and feel to your apps.
Where possible, we would like for React Native to do the right thing and help you to focus on your app instead of performance optimization,
but there are areas where we're not quite there yet,
and others where React Native (similar to writing native code directly) cannot possibly determine the best way to optimize for you and so manual intervention will be necessary.
We try our best to deliver buttery-smooth UI performance by default, but sometimes that just isn't possible.
This guide is intended to teach you some basics to help you
to troubleshoot performance issues, as well as discuss common sources of
problems and their suggested solutions.
This guide is intended to teach you some basics to help you to [troubleshoot performance issues](docs/performance.html#profiling),
as well as discuss [common sources of problems and their suggested solutions](docs/performance.html#common-sources-of-performance-problems).
### What you need to know about frames
## What you need to know about frames
Your grandparents' generation called movies ["moving
pictures"](https://www.youtube.com/watch?v=F1i40rnpOsA) for a reason:
realistic motion in video is an illusion created by quickly changing
static images at a consistent speed. We refer to each of these images as
frames. The number of frames that is displayed each second has a direct
impact on how smooth and ultimately life-like a video (or user
interface) seems to be. iOS devices display 60 frames per second, which
gives you and the UI system about 16.67ms to do all of the work needed to
generate the static image (frame) that the user will see on the screen
for that interval. If you are unable to do the work necessary to
generate that frame within the allotted 16.67ms, then you will "drop a
frame" and the UI will appear unresponsive.
Your grandparents' generation called movies ["moving pictures"](https://www.youtube.com/watch?v=F1i40rnpOsA) for a reason:
realistic motion in video is an illusion created by quickly changing static images at a consistent speed. We refer to each of these images as frames.
The number of frames that is displayed each second has a direct impact on how smooth and ultimately life-like a video (or user interface) seems to be.
iOS devices display 60 frames per second, which gives you and the UI system about 16.67ms to do all of the work needed to generate the static image (frame) that the user will see on the screen for that interval.
If you are unable to do the work necessary to generate that frame within the allotted 16.67ms, then you will "drop a frame" and the UI will appear unresponsive.
Now to confuse the matter a little bit, open up the developer menu in
your app and toggle `Show Perf Monitor`. You will notice that there are
two different frame rates.
Now to confuse the matter a little bit, open up the developer menu in your app and toggle `Show Perf Monitor`.
You will notice that there are two different frame rates.
#### JavaScript frame rate
![](img/PerfUtil.png)
For most React Native applications, your business logic will run on the
JavaScript thread. This is where your React application lives, API calls
are made, touch events are processed, etc... Updates to native-backed
views are batched and sent over to the native side at the end of each iteration of the event loop, before the frame deadline (if
all goes well). If the JavaScript thread is unresponsive for a frame, it
will be considered a dropped frame. For example, if you were to call
`this.setState` on the root component of a complex application and it
resulted in re-rendering computationally expensive component subtrees,
it's conceivable that this might take 200ms and result in 12 frames
being dropped. Any animations controlled by JavaScript would appear to freeze during that time. If anything takes longer than 100ms, the user will feel it.
### JS frame rate (JavaScript thread)
This often happens during Navigator transitions: when you push a new
route, the JavaScript thread needs to render all of the components
necessary for the scene in order to send over the proper commands to the
native side to create the backing views. It's common for the work being
done here to take a few frames and cause jank because the transition is
controlled by the JavaScript thread. Sometimes components will do
additional work on `componentDidMount`, which might result in a second
stutter in the transition.
For most React Native applications, your business logic will run on the JavaScript thread.
This is where your React application lives, API calls are made, touch events are processed, etc...
Updates to native-backed views are batched and sent over to the native side at the end of each iteration of the event loop,
before the frame deadline (if all goes well).
If the JavaScript thread is unresponsive for a frame, it will be considered a dropped frame.
For example, if you were to call `this.setState` on the root component of a complex application and it resulted in re-rendering computationally expensive component subtrees,
it's conceivable that this might take 200ms and result in 12 frames being dropped.
Any animations controlled by JavaScript would appear to freeze during that time.
If anything takes longer than 100ms, the user will feel it.
Another example is responding to touches: if you are doing work across
multiple frames on the JavaScript thread, you might notice a delay in
responding to TouchableOpacity, for example. This is because the JavaScript thread is busy and cannot process the raw touch events sent over from the main thread. As a result, TouchableOpacity cannot react to the touch events and command the native view to adjust its opacity.
This often happens during `Navigator` transitions:
when you push a new route, the JavaScript thread needs to render all of the components necessary for the scene in order to send over the proper commands to the native side to create the backing views.
It's common for the work being done here to take a few frames and cause [jank](http://jankfree.org/) because the transition is controlled by the JavaScript thread.
Sometimes components will do additional work on `componentDidMount`, which might result in a second stutter in the transition.
#### Main thread (aka UI thread) frame rate
Another example is responding to touches:
if you are doing work across multiple frames on the JavaScript thread, you might notice a delay in responding to `TouchableOpacity`, for example.
This is because the JavaScript thread is busy and cannot process the raw touch events sent over from the main thread.
As a result, `TouchableOpacity` cannot react to the touch events and command the native view to adjust its opacity.
Many people have noticed that performance of `NavigatorIOS` is better
out of the box than `Navigator`. The reason for this is that the
animations for the transitions are done entirely on the main thread, and
so they are not interrupted by frame drops on the JavaScript thread.
([Read about why you should probably use Navigator
anyways.](docs/using-navigators.html)
### UI frame rate (main thread)
Similarly, you can happily scroll up and down through a ScrollView when
the JavaScript thread is locked up because the ScrollView lives on the
main thread (the scroll events are dispatched to the JS thread though,
but their receipt is not necessary for the scroll to occur).
Many people have noticed that performance of `NavigatorIOS` is better out of the box than `Navigator`.
The reason for this is that the animations for the transitions are done entirely on the main thread,
and so they are not interrupted by frame drops on the JavaScript thread.
### Common sources of performance problems
Similarly, you can happily scroll up and down through a `ScrollView` when the JavaScript thread is locked up because the `ScrollView` lives on the main thread.
The scroll events are dispatched to the JS thread, but their receipt is not necessary for the scroll to occur.
#### Console.log statements
## Common sources of performance problems
When running a bundled app, these statements can cause a big bottleneck in the JavaScript thread. This includes calls from debugging libraries such as [redux-logger](https://github.com/evgenyrodionov/redux-logger), so make sure to remove them before bundling.
#### Development mode (dev=true)
### Running in development mode (`dev=true`)
JavaScript thread performance suffers greatly when running in dev mode.
This is unavoidable: a lot more work needs to be done at runtime to
provide you with good warnings and error messages, such as validating
propTypes and various other assertions.
This is unavoidable: a lot more work needs to be done at runtime to provide you with good warnings and error messages, such as validating propTypes and various other assertions.
#### Slow navigator transitions
### Using `console.log` statements
As mentioned above, `Navigator` animations are controlled by the
JavaScript thread. Imagine the "push from right" scene transition: each
frame, the new scene is moved from the right to left, starting offscreen
(let's say at an x-offset of 320) and ultimately settling when the scene sits
at an x-offset of 0. Each frame during this transition, the
JavaScript thread needs to send a new x-offset to the main thread.
If the JavaScript thread is locked up, it cannot do this and so no
update occurs on that frame and the animation stutters.
When running a bundled app, these statements can cause a big bottleneck in the JavaScript thread.
This includes calls from debugging libraries such as [redux-logger](https://github.com/evgenyrodionov/redux-logger),
so make sure to remove them before bundling.
Part of the long-term solution to this is to allow for JavaScript-based
animations to be offloaded to the main thread. If we were to do the same
thing as in the above example with this approach, we might calculate a
list of all x-offsets for the new scene when we are starting the
transition and send them to the main thread to execute in an
optimized way. Now that the JavaScript thread is freed of this
responsibility, it's not a big deal if it drops a few frames while
rendering the scene -- you probably won't even notice because you will be
too distracted by the pretty transition.
### `ListView` initial rendering is too slow or scroll performance is bad for large lists
Unfortunately this solution is not yet implemented, and so in the
meantime we should use the InteractionManager to selectively render the
minimal amount of content necessary for the new scene as long as the
animation is in progress. `InteractionManager.runAfterInteractions` takes
a callback as its only argument, and that callback is fired when the
navigator transition is complete (each animation from the `Animated` API
also notifies the InteractionManager, but that's beyond the scope of
this discussion).
Use the new [`FlatList`](docs/flatlist.html) or [`SectionList`](docs/sectionlist.html) component instead.
Besides simplifying the API, the new list components also have significant performance enhancements,
the main one being nearly constant memory usage for any number of rows.
Your scene component might look something like this:
TODO: Link to blog post
```js
class ExpensiveScene extends React.Component {
constructor(props, context) {
super(props, context);
this.state = {renderPlaceholderOnly: true};
}
### JS FPS plunges when re-rendering a view that hardly changes
componentDidMount() {
InteractionManager.runAfterInteractions(() => {
this.setState({renderPlaceholderOnly: false});
});
}
If you are using a ListView, you must provide a `rowHasChanged` function that can reduce a lot of work by quickly determining whether or not a row needs to be re-rendered. If you are using immutable data structures, this would be as simple as a reference equality check.
render() {
if (this.state.renderPlaceholderOnly) {
return this._renderPlaceholderView();
}
Similarly, you can implement `shouldComponentUpdate` and indicate the exact conditions under which you would like the component to re-render. If you write pure components (where the return value of the render function is entirely dependent on props and state), you can leverage PureRenderMixin to do this for you. Once again, immutable data structures are useful to keep this fast -- if you have to do a deep comparison of a large list of objects, it may be that re-rendering your entire component would be quicker, and it would certainly require less code.
return (
<View>
<Text>Your full view goes here</Text>
</View>
);
}
### Dropping JS thread FPS because of doing a lot of work on the JavaScript thread at the same time
"Slow Navigator transitions" is the most common manifestation of this, but there are other times this can happen. Using InteractionManager can be a good approach, but if the user experience cost is too high to delay work during an animation, then you might want to consider LayoutAnimation.
_renderPlaceholderView() {
return (
<View>
<Text>Loading...</Text>
</View>
);
}
};
```
The Animated api currently calculates each keyframe on-demand on the JavaScript thread, while LayoutAnimation leverages Core Animation and is unaffected by JS thread and main thread frame drops.
You don't need to be limited to rendering some loading indicator, you
could alternatively render part of your content -- for example, when you
load the Facebook app you see a placeholder news feed item with grey
rectangles where text will be. If you are rendering a Map in your new
scene, you might want to display a grey placeholder view or a spinner
until the transition is complete as this can actually cause frames to be
dropped on the main thread.
#### ListView initial rendering is too slow or scroll performance is bad for large lists
This is an issue that comes up frequently because iOS ships with
UITableView which gives you very good performance by re-using underlying
UIViews. Work is in progress to do something similar with React Native,
but until then we have some tools at our disposal to help us tweak the
performance to suit our needs. It may not be possible to get all the way
there, but a little bit of creativity and experimentation with these
options can go a long way.
##### initialListSize
This prop specifies how many rows we want to render on our first render
pass. If we are concerned with getting *something* on screen as quickly
as possible, we could set the `initialListSize` to 1, and we'll quickly
see other rows fill in on subsequent frames. The number of rows per
frame is determined by the `pageSize`.
##### pageSize
After the initial render where `initialListSize` is used, ListView looks
at the `pageSize` to determine how many rows to render per frame. The
default here is 1 -- but if your views are very small and inexpensive to
render, you might want to bump this up. Tweak it and find what works for
your use case.
##### scrollRenderAheadDistance
"How early to start rendering rows before they come on screen, in pixels."
If we had a list with 2000 items and rendered them all immediately that
would be a poor use of both memory and computational resources. It would
also probably cause some pretty awful jank. So the scrollRenderAhead
distance allows us to specify how far beyond the current viewport we
should continue to render rows.
##### removeClippedSubviews
"When true, offscreen child views (whose `overflow` value is `hidden`)
are removed from their native backing superview when offscreen. This
can improve scrolling performance on long lists. The default value is
`true`."(The default value is `false` before version 0.14-rc).
This is an extremely important optimization to apply on large ListViews.
On Android the `overflow` value is always `hidden` so you don't need to
worry about setting it, but on iOS you need to be sure to set `overflow:
hidden` on row containers.
#### My component renders too slowly and I don't need it all immediately
It's common at first to overlook ListView, but using it properly is
often key to achieving solid performance. As discussed above, it
provides you with a set of tools that lets you split rendering of your
view across various frames and tweak that behavior to fit your specific
needs. Remember that ListView can be horizontal too.
#### JS FPS plunges when re-rendering a view that hardly changes
If you are using a ListView, you must provide a `rowHasChanged` function
that can reduce a lot of work by quickly determining whether or not a
row needs to be re-rendered. If you are using immutable data structures,
this would be as simple as a reference equality check.
Similarly, you can implement `shouldComponentUpdate` and indicate the
exact conditions under which you would like the component to re-render.
If you write pure components (where the return value of the render
function is entirely dependent on props and state), you can leverage
PureRenderMixin to do this for you. Once again, immutable data
structures are useful to keep this fast -- if you have to do a deep
comparison of a large list of objects, it may be that re-rendering your
entire component would be quicker, and it would certainly require less
code.
#### Dropping JS thread FPS because of doing a lot of work on the JavaScript thread at the same time
"Slow Navigator transitions" is the most common manifestation of this,
but there are other times this can happen. Using InteractionManager can
be a good approach, but if the user experience cost is too high to delay
work during an animation, then you might want to consider
LayoutAnimation.
The Animated api currently calculates each keyframe on-demand on the
JavaScript thread, while LayoutAnimation leverages Core Animation and is
unaffected by JS thread and main thread frame drops.
One case where I have used this is for animating in a modal (sliding
down from top and fading in a translucent overlay) while
initializing and perhaps receiving responses for several network
requests, rendering the contents of the modal, and updating the view
where the modal was opened from. See the Animations guide for more
information about how to use LayoutAnimation.
One case where I have used this is for animating in a modal (sliding down from top and fading in a translucent overlay) while initializing and perhaps receiving responses for several network requests, rendering the contents of the modal, and updating the view where the modal was opened from. See the Animations guide for more information about how to use LayoutAnimation.
Caveats:
- LayoutAnimation only works for fire-and-forget animations ("static"
animations) -- if it must be be interruptible, you will need to use
Animated.
#### Moving a view on the screen (scrolling, translating, rotating) drops UI thread FPS
- LayoutAnimation only works for fire-and-forget animations ("static" animations) -- if it must be be interruptible, you will need to use `Animated`.
This is especially true when you have text with a transparent background
positioned on top of an image, or any other situation where alpha
compositing would be required to re-draw the view on each frame. You
will find that enabling `shouldRasterizeIOS` or `renderToHardwareTextureAndroid`
can help with this significantly.
### Moving a view on the screen (scrolling, translating, rotating) drops UI thread FPS
Be careful not to overuse this or your memory usage could go through the
roof. Profile your performance and memory usage when using these props. If you don't plan to move a view anymore, turn this property off.
This is especially true when you have text with a transparent background positioned on top of an image,
or any other situation where alpha compositing would be required to re-draw the view on each frame.
You will find that enabling `shouldRasterizeIOS` or `renderToHardwareTextureAndroid` can help with this significantly.
#### Animating the size of an image drops UI thread FPS
Be careful not to overuse this or your memory usage could go through the roof.
Profile your performance and memory usage when using these props.
If you don't plan to move a view anymore, turn this property off.
On iOS, each time you adjust the width or height of an Image component
it is re-cropped and scaled from the original image. This can be very expensive,
especially for large images. Instead, use the `transform: [{scale}]`
style property to animate the size. An example of when you might do this is
when you tap an image and zoom it in to full screen.
### Animating the size of an image drops UI thread FPS
#### My TouchableX view isn't very responsive
On iOS, each time you adjust the width or height of an Image component it is re-cropped and scaled from the original image.
This can be very expensive, especially for large images.
Instead, use the `transform: [{scale}]` style property to animate the size.
An example of when you might do this is when you tap an image and zoom it in to full screen.
Sometimes, if we do an action in the same frame that we are adjusting
the opacity or highlight of a component that is responding to a touch,
### My TouchableX view isn't very responsive
Sometimes, if we do an action in the same frame that we are adjusting the opacity or highlight of a component that is responding to a touch,
we won't see that effect until after the `onPress` function has returned.
If `onPress` does a `setState` that results in a lot of work and a few
frames dropped, this may occur. A solution to this is to wrap any action
inside of your `onPress` handler in `requestAnimationFrame`:
If `onPress` does a `setState` that results in a lot of work and a few frames dropped, this may occur.
A solution to this is to wrap any action inside of your `onPress` handler in `requestAnimationFrame`:
```js
handleOnPress() {
@ -304,14 +134,208 @@ handleOnPress() {
}
```
### Profiling
### Slow navigator transitions
Use the built-in Profiler to get detailed information about work done in
the JavaScript thread and main thread side-by-side.
As mentioned above, `Navigator` animations are controlled by the JavaScript thread.
Imagine the "push from right" scene transition:
each frame, the new scene is moved from the right to left,
starting offscreen (let's say at an x-offset of 320) and ultimately settling when the scene sits at an x-offset of 0.
Each frame during this transition, the JavaScript thread needs to send a new x-offset to the main thread.
If the JavaScript thread is locked up, it cannot do this and so no update occurs on that frame and the animation stutters.
For iOS, Instruments are an invaluable tool, and on Android you should
learn to use systrace.
One solution to this is to allow for JavaScript-based animations to be offloaded to the main thread.
If we were to do the same thing as in the above example with this approach,
we might calculate a list of all x-offsets for the new scene when we are starting the transition and send them to the main thread to execute in an optimized way.
Now that the JavaScript thread is freed of this responsibility,
it's not a big deal if it drops a few frames while rendering the scene -- you probably won't even notice because you will be too distracted by the pretty transition.
Solving this is one of the main goals behind the new [React Navigation](docs/navigation.html) library.
The views in React Navigation use native components and the [`Animated`](docs/animated.html) library to deliver 60 FPS animations that are run on the native thread.
## Profiling
Use the built-in profiler to get detailed information about work done in the JavaScript thread and main thread side-by-side.
Access it by selecting Perf Monitor from the Debug menu.
For iOS, Instruments is an invaluable tool, and on Android you should learn to use [`systrace`](docs/performance.html#profiling-android-ui-performance-with-systrace).
You can also use [`react-addons-perf`](https://facebook.github.io/react/docs/perf.html) to get insights into where React is spending time when rendering your components.
Another way to profile JavaScript is to use the Chrome profiler while debugging. This won't give you accurate results as the code is running in Chrome but will give you a general idea of where bottlenecks might be.
Another way to profile JavaScript is to use the Chrome profiler while debugging.
This won't give you accurate results as the code is running in Chrome but will give you a general idea of where bottlenecks might be.
But first, [**make sure that Development Mode is OFF!**](docs/performance.html#running-in-development-mode-dev-true) You should see `__DEV__ === false, development-level warning are OFF, performance optimizations are ON` in your application logs.
### Profiling Android UI Performance with `systrace`
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`.
`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.
#### 1. Collecting 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:
```
$ <path_to_android_sdk>/platform-tools/systrace/systrace.py --time=10 -o trace.html sched gfx view -a <your_package_name>
```
A quick breakdown of this command:
- `time` is the length of time the trace will be collected in seconds
- `sched`, `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.app`
Once 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.
#### 2. Reading the trace
After opening the trace in your browser (preferably Chrome), you should see something like this:
![Example](img/SystraceExample.png)
> **HINT**:
> Use the WASD keys to strafe and zoom
If your trace .html file isn't opening correctly, check your browser console for the following:
![ObjectObserveError](img/ObjectObserveError.png)
Since `Object.observe` was deprecated in recent browsers, you may have to open the file from the Google Chrome Tracing tool. You can do so by:
- Opening tab in chrome chrome://tracing
- Selecting load
- Selecting the html file generated from the previous command.
> **Enable VSync highlighting**
>
> Check this checkbox at the top right of the screen to highlight the 16ms frame boundaries:
>
> ![Enable VSync Highlighting](img/SystraceHighlightVSync.png)
>
> 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.
#### 3. Find your process
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 a few 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.
- **UI 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`:
![UI Thread Example](img/SystraceUIThreadExample.png)
- **JS Thread.**
This is where JavaScript 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:
![JS Thread Example](img/SystraceJSThreadExample.png)
- **Native Modules Thread.**
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`:
![Native Modules Thread Example](img/SystraceNativeModulesThreadExample.png)
- **Bonus: Render Thread.**
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`:
![Render Thread Example](img/SystraceRenderThreadExample.png)
#### Identifying a culprit
A smooth animation should look something like the following:
![Smooth Animation](img/SystraceWellBehaved.png)
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 60 FPS.
If you noticed chop, however, you might see something like this:
![Choppy Animation from JS](img/SystraceBadJS.png)
Notice that the JS thread is executing basically all the time, and across frame boundaries!
This app is not rendering at 60 FPS.
In this case, **the problem lies in JS**.
You might also see something like this:
![Choppy Animation from UI](img/SystraceBadUI.png)
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.
#### Resolving JavaScript issues
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:
![Too much JS](img/SystraceBadJS2.png)
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](https://facebook.github.io/react/docs/component-specs.html#updating-shouldcomponentupdate).
#### Resolving native UI Issues
If you identified a native UI problem, there are usually two scenarios:
1. the UI you're trying to draw each frame involves to much work on the GPU, or
2. You're constructing new UI during the animation/interaction (e.g. loading in new content during a scroll).
##### Too much GPU work
In the first scenario, you'll see a trace that has the UI thread and/or Render Thread looking like this:
![Overloaded GPU](img/SystraceBadUI.png)
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:
- investigate using `renderToHardwareTextureAndroid` for complex, static content that is being animated/transformed (e.g. the `Navigator` slide/alpha animations)
- make sure that you are **not** using `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](http://developer.android.com/tools/help/gltracer.html).
##### Creating new views on the UI thread
In the second scenario, you'll see something more like this:
![Creating Views](img/SystraceBadCreateUI.png)
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.

View File

@ -4,8 +4,8 @@ title: Platform Specific Code
layout: docs
category: Guides
permalink: docs/platform-specific-code.html
next: gesture-responder-system
previous: upgrading
next: debugging
previous: colors
---
When building a cross-platform app, you'll want to re-use as much code as possible. Scenarios may arise where it makes sense for the code to be different, for example you may want to implement separate visual components for iOS and Android.

View File

@ -4,8 +4,9 @@ title: Running On Device
layout: docs
category: Guides
permalink: docs/running-on-device.html
next: javascript-environment
previous: testing
banner: ejected
next: upgrading
previous: integration-with-existing-apps
---
It's always a good idea to test your app on an actual device before releasing it to your users. This document will guide you through the necessary steps to run your React Native app on a device.

View File

@ -4,6 +4,7 @@ title: Running On Simulator
layout: docs
category: Guides (iOS)
permalink: docs/running-on-simulator-ios.html
banner: ejected
next: communication-ios
previous: linking-libraries-ios
---

View File

@ -4,7 +4,8 @@ title: Generating Signed APK
layout: docs
category: Guides (Android)
permalink: docs/signed-apk-android.html
next: android-ui-performance
banner: ejected
next: android-building-from-source
previous: headless-js-android
---

View File

@ -4,8 +4,8 @@ title: Testing
layout: docs
category: Guides
permalink: docs/testing.html
next: running-on-device
previous: debugging
next: understanding-cli
previous: gesture-responder-system
---
This document is about running tests on React Native itself. If you're interested in testing a React Native app, check out the [React Native Tutorial](http://facebook.github.io/jest/docs/tutorial-react-native.html) on the Jest website.

View File

@ -4,7 +4,7 @@ title: Timers
layout: docs
category: Guides
permalink: docs/timers.html
next: direct-manipulation
next: javascript-environment
previous: accessibility
---

View File

@ -4,8 +4,9 @@ title: Understanding the CLI
layout: docs
category: Guides
permalink: docs/understanding-cli.html
next: upgrading
previous: performance
banner: ejected
next: integration-with-existing-apps
previous: running-on-device
---
Though you may have installed the `react-native-cli` via npm as a separate module, it is a shell for accessing the CLI embedded
@ -35,4 +36,3 @@ module.exports = {
### Parameters
The command name identifies the parameters that a command would expect. When the command parameter is surrounded by greater-than, less-than symbols `< >`, this indicates that the parameter is expected. When a parameter is surrounded by brackets `[ ]`, this indicates that the parameter is optional.

View File

@ -4,7 +4,8 @@ title: Upgrading
layout: docs
category: Guides
permalink: docs/upgrading.html
next: platform-specific-code
banner: ejected
next: native-modules-ios
previous: understanding-cli
---

View File

@ -698,7 +698,7 @@ h1:hover .hash-link, h2:hover .hash-link, h3:hover .hash-link, h4:hover .hash-li
font-size: 14px;
float: left;
width: 210px;
margin: 5px 48px 0 0; }
margin: 0 48px 0 0; }
.nav-docs ul {
list-style: none;
margin: 0;
@ -722,7 +722,7 @@ h1:hover .hash-link, h2:hover .hash-link, h3:hover .hash-link, h4:hover .hash-li
font-size: 16px;
font-weight: 400;
line-height: 20px;
margin-top: 12px;
margin-top: 0;
margin-bottom: 5px;
padding: 10px;
background-color: #222;
@ -1539,6 +1539,22 @@ table.versions {
text-align: center;
background-color: rgba(5, 165, 209, 0.05); }
.banner-crna-ejected {
border: 1px solid #05A5D1;
border-radius: 3px;
margin-bottom: 40px; }
.banner-crna-ejected h3 {
font-size: 16px;
margin: 0;
padding: 0 10px;
background-color: #05A5D1;
color: white; }
.banner-crna-ejected p {
padding: 10px;
margin: 2px;
text-decoration: none !important;
background-color: white; }
.prism {
white-space: pre-wrap;
font-family: 'source-code-pro', Menlo, 'Courier New', Consolas, monospace;

View File

@ -1,10 +1,10 @@
$color-react-native-blue: #05A5D1 !default;
$color-react-native-blue-light: #F5FCFF !default;
$color-react-native-blue-dark: #0484A7 !default;
$color-react-native-blue-darker: #025268 !default;
$color-react-native-gray: #3B3738 !default;
$color-react-native-gray-dark: #2D2D2D !default;
$color-react-native-gray-darkest: #222 !default;
$color-react-native-blue-light: #F5FCFF !default;
$color-nav-bg: $color-react-native-gray-darkest;
$color-hero-bg: $color-react-native-gray-dark;

View File

@ -377,7 +377,7 @@ h1:hover .hash-link, h2:hover .hash-link, h3:hover .hash-link, h4:hover .hash-li
font-size: 14px;
float: left;
width: 210px;
margin: 5px 48px 0 0;
margin: 0 48px 0 0;
ul {
list-style: none;
@ -413,7 +413,7 @@ h1:hover .hash-link, h2:hover .hash-link, h3:hover .hash-link, h4:hover .hash-li
font-size: 16px;
font-weight: 400;
line-height: 20px;
margin-top: 12px;
margin-top: 0;
margin-bottom: 5px;
padding: 10px;
background-color: $color-sidenav-header-bg;
@ -1414,6 +1414,27 @@ table.versions {
background-color: rgba(5, 165, 209, 0.05);
}
.banner-crna-ejected {
border: 1px solid $color-react-native-blue;
border-radius: 3px;
margin-bottom: 40px;
h3 {
font-size: 16px;
margin: 0;
padding: 0 10px;
background-color: $color-react-native-blue;
color: white;
}
p {
padding: 10px;
margin: 2px;
text-decoration: none !important;
background-color: white;
}
}
@import "lib/vendor/prism";
@import "lib/vendor/algolia";
@import "hero";