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306 lines
9.4 KiB
Plaintext
306 lines
9.4 KiB
Plaintext
---
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title: "Introduction"
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description: "Components and their lifecycle hooks"
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---
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## What are Components?
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Components are the building blocks of Yew. They manage their own state and can render themselves to the DOM. Components are created by implementing the `Component` trait for a type. The `Component`
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trait has a number of methods which need to be implemented; Yew will call these at different stages
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in the lifecycle of a component.
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## Lifecycle
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:::important contribute
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`Contribute to our docs:` [Add a diagram of the component lifecycle](https://github.com/yewstack/yew/issues/1915)
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:::
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## Lifecycle Methods
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### Create
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When a component is created, it receives properties from its parent component and is stored within
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the `Context<Self>` thats passed down to the `create` method. The properties can be used to
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initialize the component's state and the "link" can be used to register callbacks or send messages to the component.
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```rust
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use yew::{Component, Context, html, Html, Properties};
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#[derive(PartialEq, Properties)]
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pub struct Props;
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pub struct MyComponent;
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impl Component for MyComponent {
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type Message = ();
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type Properties = Props;
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// highlight-start
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fn create(ctx: &Context<Self>) -> Self {
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MyComponent
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}
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// highlight-end
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fn view(&self, _ctx: &Context<Self>) -> Html {
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html! {
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// impl
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}
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}
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}
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```
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### View
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The `view` method allows you to describe how a component should be rendered to the DOM. Writing
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HTML-like code using Rust functions can become quite messy, so Yew provides a macro called `html!`
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for declaring HTML and SVG nodes (as well as attaching attributes and event listeners to them) and a
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convenient way to render child components. The macro is somewhat similar to React's JSX (the
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differences in programming language aside).
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One difference is that Yew provides a shorthand syntax for properties, similar to Svelte, where instead of writing `onclick={onclick}`, you can just write `{onclick}`.
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```rust
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use yew::{Component, Context, html, Html, Properties};
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enum Msg {
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Click,
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}
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#[derive(PartialEq, Properties)]
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struct Props {
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button_text: String,
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}
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struct MyComponent;
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impl Component for MyComponent {
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type Message = Msg;
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type Properties = Props;
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fn create(_ctx: &Context<Self>) -> Self {
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Self
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}
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// highlight-start
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fn view(&self, ctx: &Context<Self>) -> Html {
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let onclick = ctx.link().callback(|_| Msg::Click);
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html! {
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<button {onclick}>{ &ctx.props().button_text }</button>
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}
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}
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// highlight-end
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}
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```
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For usage details, check out [the `html!` guide](../html/introduction).
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### Rendered
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The `rendered` component lifecycle method is called once `view` has been called and Yew has rendered
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the results to the DOM, but before the browser refreshes the page. This method is useful when you
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want to perform actions that can only be completed after the component has rendered elements. There
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is also a parameter called `first_render` which can be used to determine whether this function is
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being called on the first render, or instead a subsequent one.
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```rust
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use web_sys::HtmlInputElement;
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use yew::{
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Component, Context, html, Html, NodeRef,
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};
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pub struct MyComponent {
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node_ref: NodeRef,
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}
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impl Component for MyComponent {
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type Message = ();
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type Properties = ();
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fn create(_ctx: &Context<Self>) -> Self {
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Self {
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node_ref: NodeRef::default(),
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}
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}
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fn view(&self, ctx: &Context<Self>) -> Html {
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html! {
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<input ref={self.node_ref.clone()} type="text" />
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}
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}
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// highlight-start
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fn rendered(&mut self, _ctx: &Context<Self>, first_render: bool) {
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if first_render {
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if let Some(input) = self.node_ref.cast::<HtmlInputElement>() {
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input.focus();
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}
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}
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}
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// highlight-end
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}
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```
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:::tip note
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Note that this lifecycle method does not require an implementation and will do nothing by default.
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:::
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### Update
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Communication with components happens primarily through messages which are handled by the
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`update` lifecycle method. This allows the component to update itself
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based on what the message was, and determine if it needs to re-render itself. Messages can be sent
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by event listeners, child components, Agents, Services, or Futures.
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Here's an example of what an implementation of `update` could look like:
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```rust
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use yew::{Component, Context, html, Html};
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// highlight-start
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pub enum Msg {
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SetInputEnabled(bool)
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}
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// highlight-end
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struct MyComponent {
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input_enabled: bool,
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}
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impl Component for MyComponent {
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// highlight-next-line
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type Message = Msg;
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type Properties = ();
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fn create(_ctx: &Context<Self>) -> Self {
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Self {
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input_enabled: false,
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}
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}
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// highlight-start
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fn update(&mut self, _ctx: &Context<Self>, msg: Self::Message) -> bool {
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match msg {
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Msg::SetInputEnabled(enabled) => {
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if self.input_enabled != enabled {
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self.input_enabled = enabled;
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true // Re-render
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} else {
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false
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}
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}
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}
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}
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// highlight-end
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fn view(&self, _ctx: &Context<Self>) -> Html {
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html! {
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// impl
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}
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}
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}
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```
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### Changed
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Components may be re-rendered by their parents. When this happens, they could receive new properties
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and need to re-render. This design facilitates parent to child component communication by just
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changing the values of a property. There is a default implementation which re-renders the component
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when props are changed.
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### Destroy
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After Components are unmounted from the DOM, Yew calls the `destroy` lifecycle method; this is
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necessary if you need to undertake operations to clean up after earlier actions of a component
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before it is destroyed. This method is optional and does nothing by default.
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### Infinite loops
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Infinite loops are possible with Yew's lifecycle methods, but are only caused when trying to update
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the same component after every render when that update also requests the component to be rendered.
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A simple example can be seen below:
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```rust
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use yew::{Context, Component, Html};
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struct Comp;
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impl Component for Comp {
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type Message = ();
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type Properties = ();
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fn create(_ctx: &Context<Self>) -> Self {
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Self
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}
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fn update(&mut self, _ctx: &Context<Self>, _msg: Self::Message) -> bool {
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// We are going to always request to re-render on any msg
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true
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}
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fn view(&self, _ctx: &Context<Self>) -> Html {
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// For this example it doesn't matter what is rendered
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Html::default()
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}
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fn rendered(&mut self, ctx: &Context<Self>, _first_render: bool) {
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// Request that the component is updated with this new msg
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ctx.link().send_message(());
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}
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}
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```
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Let's run through what happens here:
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1. Component is created using the `create` function.
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2. The `view` method is called so Yew knows what to render to the browser DOM.
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3. The `rendered` method is called, which schedules an update message using the `Context` link.
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4. Yew finishes the post-render phase.
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5. Yew checks for scheduled events and sees the update message queue is not empty so works through
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the messages.
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6. The `update` method is called which returns `true` to indicate something has changed and the
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component needs to re-render.
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7. Jump back to 2.
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You can still schedule updates in the `rendered` method and it's often useful to do so, but
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consider how your component will terminate this loop when you do.
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## Associated Types
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The `Component` trait has two associated types: `Message` and `Properties`.
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```rust ,ignore
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impl Component for MyComponent {
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type Message = Msg;
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type Properties = Props;
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// ...
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}
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```
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The `Message` type is used to send messages to a component after an event has taken place; for
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example you might want to undertake some action when a user clicks a button or scrolls down the
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page. Because components tend to have to respond to more than one event, the `Message` type will
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normally be an enum, where each variant is an event to be handled.
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When organizing your codebase, it is sensible to include the definition of the `Message` type in the
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same module in which your component is defined. You may find it helpful to adopt a consistent naming
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convention for message types. One option (though not the only one) is to name the types
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`ComponentNameMsg`, e.g. if your component was called `Homepage` then you might call the type
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`HomepageMsg`.
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```rust
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enum Msg {
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Click,
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FormInput(String)
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}
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```
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`Properties` represents the information passed to a component from its parent. This type must implement the `Properties` trait \(usually by deriving it\) and can specify whether certain properties are required or optional. This type is used when creating and updating a component. It is common practice to create a struct called `Props` in your component's module and use that as the component's `Properties` type. It is common to shorten "properties" to "props". Since props are handed down from parent components, the root component of your application typically has a `Properties` type of `()`. If you wish to specify properties for your root component, use the `App::mount_with_props` method.
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## Context
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All component lifecycle methods take a context object. This object provides a reference to component's scope, which
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allows sending messages to a component and the props passed to the component.
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