我在看Pluralsight关于React的课程,老师说道具不应该被改变。我现在正在读一篇关于道具vs.国家的文章(uberVU/react-guide),它说

道具和状态更改都会触发呈现更新。

文章后面说:

Props(属性的缩写)是组件的配置,如果可以的话,是它的选项。它们是从上面接收的,是不可变的。

所以道具可以改变,但它们应该是不可变的? 什么时候应该使用道具,什么时候应该使用状态? 如果你有一个React组件需要的数据,它应该通过道具或设置在React组件通过getInitialState?


当前回答

状态驻留在组件中,作为道具从父组件传递给子组件。 道具通常是不可变的。

class Parent extends React.Component {
    constructor() {
        super();
        this.state = {
            name : "John",
        }
    }
    render() {
        return (
            <Child name={this.state.name}>
        )
    }
}

class Child extends React.Component {
    constructor() {
        super();
    }

    render() {
        return(
            {this.props.name} 
        )
    }
}

在上面的代码中,我们有一个父类(parent),它的状态是name,它被传递给子组件(子类)作为道具,子组件使用{this.props.name}渲染它。

其他回答

给出最简单的解释,补充上述评论:

根据React的官方文档,他们将“状态”视为

To “remember” things, components use state.

props可以理解为从父组件传递给子组件的变量。

如果你想在应用中记住一些东西,你会使用状态如果你想传递数据,你会使用道具。

让我给你另一个类比,假设你想把你脑子里的前25个自然数的序列相加。

1+2+3+4.....

从1开始,然后加2,现在是3,然后加到现在的总数(6),然后加4到现在的总数(6),所以新的总数是10。

当前的总和是程序的状态,假设您需要找到总和的平均值。你要把这个和代入一个方程,然后把这个和作为道具传下去。

希望这能说得通。

主要的区别是状态是组件私有的,只能在组件内部更改,而道具只是静态值和键的子组件,通过父组件传递,不能在子组件内部更改

在React中,道具和状态之间有一些关键的区别。道具是不可变的——一旦设置好,就不能更改。另一方面,状态可以在任何时候改变。道具也从父组件传递给子组件,而状态是单个组件的局部状态。

亲子交流,只需传递道具即可。

使用state在控制器视图中存储当前页面所需的数据。

使用道具将数据和事件处理程序传递给你的子组件。

这些列表应该有助于指导您在组件中处理数据。

道具

是不可变的 它可以让React进行快速参考检查 用于从视图控制器向下传递数据 顶级组件 有更好的表现 使用它将数据传递给子组件

状态

是否应该在视图控制器中进行管理 顶级组件 是可变的 表现更差 不应该从子组件访问 用道具把它传下去

For communication between two components that don't have a parent-child relationship, you can set up your own global event system. Subscribe to events in componentDidMount(), unsubscribe in componentWillUnmount(), and call setState() when you receive an event. Flux pattern is one of the possible ways to arrange this. - https://facebook.github.io/react/tips/communicate-between-components.html What Components Should Have State? Most of your components should simply take some data from props and render it. However, sometimes you need to respond to user input, a server request or the passage of time. For this you use state. Try to keep as many of your components as possible stateless. By doing this you'll isolate the state to its most logical place and minimize redundancy, making it easier to reason about your application. A common pattern is to create several stateless components that just render data, and have a stateful component above them in the hierarchy that passes its state to its children via props. The stateful component encapsulates all of the interaction logic, while the stateless components take care of rendering data in a declarative way. - https://facebook.github.io/react/docs/interactivity-and-dynamic-uis.html#what-components-should-have-state What Should Go in State? State should contain data that a component's event handlers may change to trigger a UI update. In real apps this data tends to be very small and JSON-serializable. When building a stateful component, think about the minimal possible representation of its state, and only store those properties in this.state. Inside of render() simply compute any other information you need based on this state. You'll find that thinking about and writing applications in this way tends to lead to the most correct application, since adding redundant or computed values to state means that you need to explicitly keep them in sync rather than rely on React computing them for you. - https://facebook.github.io/react/docs/interactivity-and-dynamic-uis.html#what-should-go-in-state

主要的区别是状态只能在组件内部处理,而道具则在组件外部处理。如果我们从外部获取数据并进行处理,在这种情况下,我们应该使用状态。