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<h1 id="antipadrões"><a class="header" href="#antipadrões">Antipadrões</a></h1>
<p>Este exemplo mostra o que não fazer e fornece uma razão pela qual um determinado padrão é considerado um &quot;AntiPattern&quot;. A maioria dos antipadrões são considerados errados por motivos de desempenho ou por prejudicar a reutilização do código.</p>
<h2 id="fragmentos-aninhados-desnecessariamente"><a class="header" href="#fragmentos-aninhados-desnecessariamente">Fragmentos Aninhados Desnecessariamente</a></h2>
<p>Os fragmentos não montam um elemento físico no DOM imediatamente, então o Dioxus deve recorrer a seus filhos para encontrar um nó DOM físico. Este processo é chamado de &quot;normalização&quot;. Isso significa que fragmentos profundamente aninhados fazem o Dioxus realizar um trabalho desnecessário. Prefira um ou dois níveis de fragmentos/componentes aninhados até apresentar um elemento DOM verdadeiro.</p>
<p>Apenas os nós Componente e Fragmento são suscetíveis a esse problema. O Dioxus atenua isso com componentes fornecendo uma API para registrar o estado compartilhado sem o padrão <em>Context Provider</em>.</p>
<pre><pre class="playground"><code class="language-rust edition2018">
<span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span> // ❌ Don't unnecessarily nest fragments
let _ = cx.render(rsx!(
Fragment {
Fragment {
Fragment {
Fragment {
Fragment {
div { &quot;Finally have a real node!&quot; }
}
}
}
}
}
));
// ✅ Render shallow structures
cx.render(rsx!(
div { &quot;Finally have a real node!&quot; }
))
<span class="boring">}
</span></code></pre></pre>
<h2 id="chaves-do-iterador-incorretas"><a class="header" href="#chaves-do-iterador-incorretas">Chaves do Iterador Incorretas</a></h2>
<p>Conforme descrito no capítulo de renderização condicional, os itens da lista devem ter <em>keys</em> exclusivas associadas aos mesmos itens nas renderizações. Isso ajuda o Dioxus a associar o estado aos componentes contidos e garante um bom desempenho de diferenciação. Não omita as <em>keys</em>, a menos que você saiba que a lista é estática e nunca será alterada.</p>
<pre><pre class="playground"><code class="language-rust edition2018">
<span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span> let data: &amp;HashMap&lt;_, _&gt; = &amp;cx.props.data;
// ❌ No keys
cx.render(rsx! {
ul {
data.values().map(|value| rsx!(
li { &quot;List item: {value}&quot; }
))
}
});
// ❌ Using index as keys
cx.render(rsx! {
ul {
cx.props.data.values().enumerate().map(|(index, value)| rsx!(
li { key: &quot;{index}&quot;, &quot;List item: {value}&quot; }
))
}
});
// ✅ Using unique IDs as keys:
cx.render(rsx! {
ul {
cx.props.data.iter().map(|(key, value)| rsx!(
li { key: &quot;{key}&quot;, &quot;List item: {value}&quot; }
))
}
})
<span class="boring">}
</span></code></pre></pre>
<h2 id="evite-mutabilidade-interior-em-props"><a class="header" href="#evite-mutabilidade-interior-em-props">Evite Mutabilidade Interior em <code>Props</code></a></h2>
<p>Embora seja tecnicamente aceitável ter um <code>Mutex</code> ou um <code>RwLock</code> nos <em>props</em>, eles serão difíceis de usar.</p>
<p>Suponha que você tenha um <em>struct</em> <code>User</code> contendo o campo <code>username: String</code>. Se você passar uma <em>prop</em> <code>Mutex&lt;User&gt;</code> para um componente <code>UserComponent</code>, esse componente pode querer passar o nome de usuário como uma <em>prop</em> <code>&amp;str</code> para um componente filho. No entanto, ele não pode passar esse campo emprestado, pois ele só viveria enquanto o bloqueio do <code>Mutex</code>, que pertence à função <code>UserComponent</code>. Portanto, o componente será forçado a clonar o campo <code>username</code>.</p>
<h2 id="evite-atualizar-o-estado-durante-a-renderização"><a class="header" href="#evite-atualizar-o-estado-durante-a-renderização">Evite Atualizar o Estado Durante a Renderização</a></h2>
<p>Toda vez que você atualiza o estado, o Dioxus precisa renderizar novamente o componente – isso é ineficiente! Considere refatorar seu código para evitar isso.</p>
<p>Além disso, se você atualizar incondicionalmente o estado durante a renderização, ele será renderizado novamente em um <em>loop</em> infinito.</p>
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