Does Redux have a built-in way to undo actions? - redux

I'm building an app where actions are performed as the user scrolls down. It would be nice if I could undo those actions as the user scrolls up again, basically turning scrolling into a way to browse through the time line of actions.
Is there a built-in way in Redux to do this? Or would I have to write middleware for this?

Is there a built-in way in Redux to do this? Or would I have to write middleware for this?
Middleware sounds like the wrong idea in this case because this is purely state management concern. Instead you can write a function that takes a reducer and returns a reducer, “enhancing” it with action history tracking along the way.
I outlined this approach in this answer, and it's similar to how redux-undo works, except that instead of storing the state, you can store actions. (Depends on the tradeoffs you want to make, and whether it's important to be able to “cancel” actions in a different order than they happened.)

I believe the idea is not so much "undo" as much as save a reference to the entire state tree each time an action passes through redux.
You would have a history stack made up of the application state at various times.
let history = [state1, state2, state3]
// some action happens
let history = [state1, state2, state3, state4]
// some action happens
let history = [state1, state2, state3, state4, state5]
// undo an action
let history = [state1, state2, state3, state4]
state = state4
To "undo" an action, you just replace the application state with one of the saved states.
This can be made efficient with data structures that support structural sharing, but in development we don't really need to consider resource constraints too much anyway.

I also wanted to create a simple undo functionality, but had already shipped an app with redux-storage that serializes and loads the state for every user. So to keep it backwards-compatible, I couldn't use any solution that wraps my state keys, like redux-undo does with past: [] and present:.
Looking for an alternative, Dan's tutorial inspired me to override combineReducers. Now I have one part of the state: history that saves up to 10 copies of the rest of the state and pops them on the UNDO action. Here's the code, this might work for your case too:
function shouldSaveUndo(action){
const blacklist = ['##INIT', 'REDUX_STORAGE_SAVE', 'REDUX_STORAGE_LOAD', 'UNDO'];
return !blacklist.includes(action.type);
}
function combineReducers(reducers){
return (state = {}, action) => {
if (action.type == "UNDO" && state.history.length > 0){
// Load previous state and pop the history
return {
...Object.keys(reducers).reduce((stateKeys, key) => {
stateKeys[key] = state.history[0][key];
return stateKeys;
}, {}),
history: state.history.slice(1)
}
} else {
// Save a new undo unless the action is blacklisted
const newHistory = shouldSaveUndo(action) ?
[{
...Object.keys(reducers).reduce((stateKeys, key) => {
stateKeys[key] = state[key];
return stateKeys;
}, {})
}] : undefined;
return {
// Calculate the next state
...Object.keys(reducers).reduce((stateKeys, key) => {
stateKeys[key] = reducers[key](state[key], action);
return stateKeys;
}, {}),
history: [
...(newHistory || []),
...(state.history || [])
].slice(0, 10)
};
}
};
}
export default combineReducers({
reducerOne,
reducerTwo,
reducerThree
});
For me, this works like a charm, it just doesn't look very pretty. I'd be happy for any feedback if this is a good / bad idea and why ;-)

There's no built-in way to do this.
but you can get inspired by how redux-dev-tools works (https://github.com/gaearon/redux-devtools). It basically have "time travel" functionality and it work by keep a track of all actions and reevaluating them each time. So you can navigate easily thorough all your changes.

Related

is it possible to keep redux dispatch function in class performing async actions?

I am beginner in Redux and I want to use it for asynchronous logic. Redux style quide recommends to use redux-thunk for it, but it seems I don't need it if I use redux in following way:
class Actions {
constructor(dispatch) {
this.dispatch = dispatch;
}
someSyncAction1(data) {
this.dispatch({
type: SOME_SYNC_ACTION1,
payload: data,
})
}
someSyncAction2(data) {
this.dispatch({
type: SOME_SYNC_ACTION2,
payload: data,
})
}
async someAsyncAction(data1, data2) {
this.someSyncAction1(data1);
await somethingAsync();
this.someSyncAction2(data2);
}
}
// then in my react component:
function MyComponent() {
const dispatch = useDispatch();
const actions = new Actions(dispatch);
//...
return <div onClick={() => actions.someAsyncAction(1, 2)}></div>;
}
It seems to be a simple way but I worry whether it can lead to errors. Please help me to understand what is wrong with it.
This is not very different from the useActions hook referred to in the Hooks documentation - at least for the synchronous stuff.
In the async stuff, you are losing functionality though: Thunks can at any given time access the current state by calling getState.
Also, and this is probably more important: thunks are not only recommended, they are a pattern almost every redux developer knows. So they look at your code and can immediately go to work. Your pattern on the other hand is not established, so it will lead to conflicts if someone other will ever take over your code - without any real benefit.

How to use normalized state in Redux?

I need help designing a simple app which allows user to rate videos using a form. My state is composed by 2 reducers, one that holds data about all ratable videos (in a normalized fashion) and another one that holds the form state:
{
videos: {
'video1Id': { id: 'video1Id', title: 'Cat video', duration: 120, ... },
'video2Id': { ... },
...
},
rateForm: {
'videoId': 'video1Id'
'userComment: 'A nice video about cat'
'formSubmitted': false
...
}
}
Note that, inside rateForm, I reference the video id instead of the video object. Problem is, how can I retreive the whole video object from my rateForm reducer ?
I feel like I'm following the best practice of Redux design but I'm stuck at this really simple use case. Any help appreciated.
Thanks
One thing to remember, reducer should be AS SIMPLE AS POSSIBLE. Only doing atomic operations on reducer level. From what I can tell you trying to retrieve the whole video object in your reducer just doesn't sound right.
Depending on your needs, usually, you don't need to fetch the whole video object if you just want to comment on it or rate it. But if you are 100% sure you have to, A good place to do this is in your action. Using Redux-Thunk, you will have access to the whole state object before you return your thunk. Example
function doSomethingToVideo (videoId, something) {
return (dispatch, getState) => {
const video = getState().videos[videoId]
// Do what ever
return somethingElse
}
}
Reference: Redux author's answer on a similar matter.
Accessing Redux state in an action creator?

Working with an LRU and redux store strategy

I wanted to implement an LRU for a react-redux application, however I'm not sure what the best strategy of reading and writing data to the store via reducer so that I can maintain the LRU structure.
The goal is to implement an LRU for a most recent list of users. Effectively, whenever the application click on a specific contact, they get added to the most recent list of users. Let's say the list max out at 10 users, so effectively when it hit the max i'll pop off the oldest access user on the list.
I could associate a timestamp for each user in the list, but that means every time I read the state from the store, I would have to sort and find the oldest time stamp which i feel is slow.
I'm new to React/Redux, so please bear with me.
Any suggestions appreciated!
Thanks,
Derek
I would just have a seperate reducer that acts on the "select contact" action (there is probably another reducer that will also act on to set the currently selected user). It will maintain the array and just push to the front, and if the max is reachers, pop off the end.
Something like:
const initialState = []
export const lruReducer = (state = initialState, action) => {
switch(action.type) {
case 'SELECT_CONTACT':
// copy the previous array (I'm assuming ES6 syntax here, but you could use Object.assign or ImmutableJS or something if preferred)
// this is important to keep the state immutable
let newState = [...state]
// add the new contact (this is where you would do any de-duping logic
newState.unshift(action.user)
// keep removing items until constraint is met
while (newState.length > 10) {
newState.pop()
}
// return new array
return newState
default:
return state
}
}
Then just combine this with your other reducers like normal.

Meteor GroundDB granularity for offline/online syncing

Let's say that two users do changes to the same document while offline, but in different sections of the document. If user 2 goes back online after user 1, will the changes made by user 1 be lost?
In my database, each row contains a JS object, and one property of this object is an array. This array is bound to a series of check-boxes on the interface. What I would like is that if two users do changes to those check-boxes, the latest change is kept for each check-box individually, based on the time the when the change was made, not the time when the syncing occurred. Is GroundDB the appropriate tool to achieve this? Is there any mean to add an event handler in which I can add some logic that would be triggered when syncing occurs, and that would take care of the merging ?
The short answer is "yes" none of the ground db versions have conflict resolution since the logic is custom depending on the behaviour of conflict resolution eg. if you want to automate or involve the user.
The old Ground DB simply relied on Meteor's conflict resolution (latest data to the server wins) I'm guessing you can see some issues with that depending on the order of when which client comes online.
Ground db II doesn't have method resume it's more or less just a way to cache data offline. It's observing on an observable source.
I guess you could create a middleware observer for GDB II - one that checks the local data before doing the update and update the client or/and call the server to update the server data. This way you would have a way to handle conflicts.
I think to remember writing some code that supported "deletedAt"/"updatedAt" for some types of conflict handling, but again a conflict handler should be custom for the most part. (opening the door for reusable conflict handlers might be useful)
Especially knowing when data is removed can be tricky if you don't "soft" delete via something like using a "deletedAt" entity.
The "rc" branch is currently grounddb-caching-2016 version "2.0.0-rc.4",
I was thinking about something like:
(mind it's not tested, written directly in SO)
// Create the grounded collection
foo = new Ground.Collection('test');
// Make it observe a source (it's aware of createdAt/updatedAt and
// removedAt entities)
foo.observeSource(bar.find());
bar.find() returns a cursor with a function observe our middleware should do the same. Let's create a createMiddleWare helper for it:
function createMiddleWare(source, middleware) {
const cursor = (typeof (source||{}).observe === 'function') ? source : source.find();
return {
observe: function(observerHandle) {
const sourceObserverHandle = cursor.observe({
added: doc => {
middleware.added.call(observerHandle, doc);
},
updated: (doc, oldDoc) => {
middleware.updated.call(observerHandle, doc, oldDoc);
},
removed: doc => {
middleware.removed.call(observerHandle, doc);
},
});
// Return stop handle
return sourceObserverHandle;
}
};
}
Usage:
foo = new Ground.Collection('test');
foo.observeSource(createMiddleware(bar.find(), {
added: function(doc) {
// just pass it through
this.added(doc);
},
updated: function(doc, oldDoc) {
const fooDoc = foo.findOne(doc._id);
// Example of a simple conflict handler:
if (fooDoc && doc.updatedAt < fooDoc.updatedAt) {
// Seems like the foo doc is newer? lets update the server...
// (we'll just use the regular bar, since thats the meteor
// collection and foo is the grounded data
bar.update(doc._id, fooDoc);
} else {
// pass through
this.updated(doc, oldDoc);
}
},
removed: function(doc) {
// again just pass through for now
this.removed(doc);
}
}));

"Thread safety" in Redux?

Let's pretend I have a long-running function working on computing my new state.
Meanwhile another action comes in and changes the state while the first one did not finish and is working on stuff.
If I am imagining things correctly there is no actions queue and the state might be resolved in some unpredictable manner.
Should I be worried about this at all?
I don't mean real threads, just a concept for the lack of better wording. Actions are asynchronous and state keys are being accessed by reference.
I was concerned about the same thing so I just did some digging. It looks like two threads concurrently calling dispatch() (if it were possible) could raise an exception. But it shouldn't be possible and that error message points to a particular, different cause. The "actions queue" is in the browser's own event loop. That event loop runs async/interaction callbacks (from which we call dispatch()) one-at-a-time.
That's the responsibility of your own action creators and your own reducers, and heavily related to how you structure your actions and reducers conceptually. The Redux FAQ question on structuring "business logic" is very relevant here:Redux FAQ
Thunk action creators have access to getState, so it's very common to have a thunk check the current state and only dispatch under certain conditions, such as this example:
// An example of conditional dispatching based on state
const MAX_TODOS = 5;
function addTodosIfAllowed(todoText) {
return (dispatch, getState) => {
const state = getState();
if(state.todos.length < MAX_TODOS) {
dispatch({type : "ADD_TODO", text : todoText});
}
}
}
Your reducer can also have sanity checks as well:
function todosReducer(state, action) {
switch(action.type) {
case "ADD_TODO": {
if(state.todos.length >= state.maxTodos) {
return state;
}
return {
...state,
todos : state.todos.concat(action.newTodo)
}
}
default : return state;
}
}
Personally, I don't like to have my reducers just blindly merge in whatever data's in the action, unless it's very small (like, say, the name of the currently selected tab or something). I prefer to have a reasonable amount of logic in my action creator to set up the action, a minimal-ish amount of data included in the action itself, and a sufficiently smart reducer to do the work based on that action.

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