Skip to content
Advertisement

How to render 200+ view without performance issue in react-native

I am trying to make a game in react-native. I want to render 200+ views on the Game screen. Each View has a pressable functionality. Whenever I press the View I need to run a function that will change the View background color and update score on the game context. But Whenever I try to press any View it took some time to change the background and update the context.

Note

I am using the expo as a development environment and I am using a real device too.

My View Component

import { useEffect, useState, memo } from "react";
import { useContext } from "react";
import { gameContext } from "./gameContext";
import { Pressable, View } from "react-native";
function CheckBoxCom() {
  const [active, setActive] = useState(false);
  const { score, setScore } = useContext(gameContext);
  useEffect(() => {
    let time = setTimeout(() => {
      setActive(false);
    }, Math.floor(Math.random() * 35000));

    return () => clearTimeout(time);
  }, [active]);
  const handlePress = () => {
    if (active) return;
    setActive(true);
    setScore(score + 1);
  };

  return (
    <View>
      <Pressable onPress={handlePress}>
        <View
          style={{
            width: 20,
            height: 20,
            borderWidth: 2,
            borderColor: active ? "green" : "gray",
            margin: 3,
            borderRadius: 3,
            backgroundColor: active ? "green" : null,
          }}
        ></View>
      </Pressable>
    </View>
  );
}

export default memo(CheckBoxCom);

Game Screen Component

import { useContext, useEffect, useState } from "react";
import { StatusBar } from "expo-status-bar";
import { StyleSheet, Text, View, FlatList } from "react-native";
import CheckBox from "./CheckBox";
import { gameContext } from "./gameContext";

export default function Game({ navigation }) {
  const { score, time, setTime, boxList } = useContext(gameContext);
  const [intervalId, setIntervalId] = useState("");

  useEffect(() => {
    const int = setInterval(() => {
      setTime((prvTime) => prvTime - 1);
    }, 1000);
    setIntervalId(int);
    return () => clearInterval(int);
  }, []);

  if (time === 0) {
    clearInterval(intervalId);
    navigation.navigate("Score", { score });
  }

  return (
    <View style={{ flex: 1 }}>
      <StatusBar style="auto" />
      <View style={styles.textHeader}>
        <Text>Score : {score}</Text>
        <Text>Time Left: {time}s</Text>
      </View>
      <View style={styles.checkBoxContainer}>
        <FlatList
          style={{ alignSelf: "center" }}
          data={boxList}
          initialNumToRender={50}
          numColumns={12}
          renderItem={(i) => <CheckBox />}
          keyExtractor={(i) => i.toString()}
          scrollEnabled={false}
        />
      </View>
    </View>
  );
}

const styles = StyleSheet.create({
  textHeader: {
    display: "flex",
    flexDirection: "row",
    justifyContent: "space-between",
    width: "100%",
    marginTop: 40,
    paddingHorizontal: 30,
  },
  checkBoxContainer: {
    margin: 20,
    display: "flex",
    flexWrap: "wrap",
    height: "80%",
    overflow: "hidden",
    flexDirection: "row",
  },
});

How can I run view function immediately whenever I press it?

Advertisement

Answer

The reason it is slow is that when you press on a view, all 200+ CheckBoxCom components rerender. If they don’t need to, we can improve performance by trying to prevent those unnecessary rerenders.

I believe the major bottleneck here is the gameContext. It groups together a lot of states and if any of these were to change, all components will rerender. It provides score state that you are reading within each CheckBoxCom. Whenever the score changes all CheckBoxCom components will re-render. If you change handlePress() to:

const handlePress = () => {
  if (active) return;
  setActive(true);
  setScore(score => score + 1);
};

Please note the use of callback to update the score in the above handler. In this case, we don’t need to read score from context, so we can remove it from the game context provider, only pass setScore. Removing score from the context provider is important because not doing so will rerender all components using the context even if you don’t specifically destructure score.

Also, make sure you don’t have a lot of state variables within a single context. Split it into multiple contexts if you have different states in there. In this way, you will be able to reduce unnecessary rerenders of the CheckBoxCom components.

Since your CheckBoxCom components have an internal state, using React.memo() will not help to prevent rerenders because it only works for rerenders resulting from changed props.

But if you are able to refactor them to lift the active state up to the parent i.e. something like activeViews or something (which could be a map of indexes which are true i.e. active), then you can pass the active state as a boolean prop to each CheckBoxCom component. And if we also pass setScore via a prop instead of via context, we can benefit from React.memo(). BTW it is not necessary to wrap setState methods with useCallback().

The end result will be: CheckBoxCom components with zero internal states and no reliance on context, in other words, pure components i.e. components which work nicely with React.memo().

User contributions licensed under: CC BY-SA
1 People found this is helpful
Advertisement