React Refs Management Guide
This guide covers the React Refs Management System in the Context-Action framework - a simple and safe reference management system designed for managing DOM elements, custom objects, and complex component references with type safety and lifecycle management.
⚠️ Important: Always use
createRefContext()for ref management. DirectRefStoreinstantiation is discouraged and only intended for internal framework use.
Overview
The React Refs system provides declarative ref management with automatic cleanup, type safety, and advanced lifecycle features through the createRefContext() API. It's particularly useful for:
- DOM Element Management: Safe access to DOM elements with proper lifecycle handling
- Custom Object References: Managing Three.js objects, game engines, or other complex instances
- Async Ref Operations: Waiting for refs to mount and performing safe operations
- Memory Management: Automatic cleanup and leak prevention
- High-Performance UI: Direct DOM manipulation for animations and real-time updates
🎯 Recommended Usage Pattern
✅ Always use createRefContext():
// ✅ RECOMMENDED: Use createRefContext for all ref management
const MyRefs = createRefContext('MyRefs', { /* ... */ });
// ❌ AVOID: Direct RefStore usage (internal API)
// const store = new RefStore({ name: 'myRef' }); // Don't do this!Core Concepts
RefContext System
The refs system is built around createRefContext(), which provides a clean, declarative API that abstracts away internal RefStore complexity:
- Type Safety: Full TypeScript support with proper type inference
- Lifecycle Management: Automatic mounting/unmounting detection
- Safe Operations: Protected ref access with error handling
- Flexible Configuration: Both simple and advanced configuration options
- Internal Optimization: Uses
RefStoreinternally but provides a better developer experience
🔧 Architecture Note:
createRefContext()managesRefStoreinstances internally, providing a cleaner API while handling all the complex lifecycle management, error handling, and memory cleanup automatically.
Two Configuration Approaches
1. Simple Type Definition (Legacy)
import { createRefContext } from '@context-action/react/refs';
// Simple type specification
const GameRefs = createRefContext<{
canvas: HTMLCanvasElement;
button: HTMLButtonElement;
}>('GameRefs');2. Declarative Definitions (Recommended)
// ✅ Recommended: Renaming Pattern with declarative configuration
const {
Provider: GameRefsProvider,
useRefHandler: useGameRefHandler,
useWaitForRefs: useGameWaitForRefs, // Direct hook usage - much more intuitive!
useGetAllRefs: useGameGetAllRefs
} = createRefContext('GameRefs', {
canvas: {
name: 'canvas',
autoCleanup: true
},
scene: {
name: 'scene',
autoCleanup: true,
cleanup: (scene) => {
scene.dispose();
}
}
});
// Usage example:
function GameComponent() {
const canvas = useGameRefHandler('canvas');
const scene = useGameRefHandler('scene');
// ✅ CORRECT: Extract function at component level
const waitForRefs = useGameWaitForRefs();
const initGame = async () => {
// ✅ Use the extracted function
const refs = await waitForRefs('canvas', 'scene');
console.log('All refs ready:', refs);
};
return (
<GameRefsProvider>
<canvas ref={canvas.setRef} />
<button onClick={initGame}>Initialize Game</button>
</GameRefsProvider>
);
}Naming Conventions
Following the Context-Action framework conventions, all refs contexts should use the renaming pattern for consistency and improved developer experience.
✅ Recommended: Renaming Pattern
// ✅ Domain-specific renaming pattern
const {
Provider: GameRefsProvider,
useRefHandler: useGameRefHandler,
useWaitForRefs: useGameWaitForRefs,
useGetAllRefs: useGameGetAllRefs
} = createRefContext('GameRefs', { /* ... */ });
const {
Provider: FormRefsProvider,
useRefHandler: useFormRefHandler,
useWaitForRefs: useFormWaitForRefs,
useGetAllRefs: useFormGetAllRefs
} = createRefContext('FormRefs', { /* ... */ });❌ Avoided: Direct Object Access
// ❌ Avoid direct object usage (poor naming clarity)
const GameRefs = createRefContext('GameRefs', { /* ... */ });
const canvas = GameRefs.useRefHandler('canvas'); // Domain unclear
// ❌ Generic naming (causes confusion)
const {
Provider,
useRef,
useWaitForRefs,
useGetAllRefs
} = createRefContext('GameRefs', { /* ... */ });🎯 Context Naming Rules
Domain-Based Context Names
// ✅ Recommended: Clear domain indication
'GameRefs' // Game-related references
'FormRefs' // Form element references
'MediaRefs' // Media player references
'CanvasRefs' // Canvas and graphics references
'UIRefs' // UI component references
// ❌ Avoided: Vague naming
'Refs' // Too generic
'Elements' // Not specific enough
'DOM' // Too broad
'Components' // Unclear scopeHook Naming Pattern
// ✅ Recommended: use + Domain + Ref pattern
const useGameRefHandler = GameRefsContext.useRefHandler;
const useFormRefHandler = FormRefsContext.useRefHandler;
const useMediaRefHandler = MediaRefsContext.useRefHandler;
// Usage
const canvas = useGameRef('canvas');
const emailInput = useFormRefHandler('emailInput');
const videoPlayer = useMediaRefHandler('videoPlayer');Basic Usage
Setting Up Refs
import { createRefContext } from '@context-action/react/refs';
// ✅ Recommended: Renaming Pattern for refs
const {
Provider: AppRefsProvider,
useRefHandler: useAppRef,
useWaitForRefs: useAppWaitForRefs,
useGetAllRefs: useAppGetAllRefs
} = createRefContext<{
headerElement: HTMLElement;
videoPlayer: HTMLVideoElement;
customWidget: any;
}>('AppRefs');
function MyComponent() {
const header = useAppRefHandler('headerElement');
const video = useAppRefHandler('videoPlayer');
const widget = useAppRefHandler('customWidget');
return (
<AppRefsProvider>
<header ref={header.setRef}>
<h1>My App</h1>
</header>
<video ref={video.setRef} />
<div ref={(el) => widget.setRef(someCustomWidget)} />
</AppRefsProvider>
);
}Accessing Ref Values
function ComponentUsingRefs() {
const header = useAppRefHandler('headerElement');
const handleClick = () => {
// Direct access (may be null)
if (header.target) {
header.target.scrollIntoView();
}
// Check if mounted
if (header.isMounted) {
console.log('Header is available');
}
};
return <button onClick={handleClick}>Scroll to Header</button>;
}Advanced Features
Hook Usage Pattern
The refs system follows React's hook pattern where you extract the function first, then use it:
✅ Correct Usage Pattern
function MyComponent() {
const canvas = useGameRefHandler('canvas');
const scene = useGameRefHandler('scene');
// ✅ STEP 1: Call the hook to extract the function
const waitForRefs = useGameWaitForRefs();
const getAllRefs = useGameGetAllRefs();
const handleClick = async () => {
// ✅ STEP 2: Use the extracted function
const refs = await waitForRefs('canvas', 'scene');
console.log('Refs ready:', refs);
};
const checkAllRefs = () => {
// ✅ Use the extracted function
const allRefs = getAllRefs();
console.log('All mounted refs:', allRefs);
};
// ✅ Perfect for useEffect and other React hooks
useEffect(() => {
const initAsync = async () => {
const refs = await waitForRefs('canvas', 'scene');
// Initialize with refs...
};
initAsync();
}, [waitForRefs]); // Stable reference due to useCallback
return (
<div>
<canvas ref={canvas.setRef} />
<button onClick={handleClick}>Wait for Refs</button>
<button onClick={checkAllRefs}>Check All Refs</button>
</div>
);
}❌ Common Mistakes
function BadComponent() {
const handleClick = async () => {
// ❌ WRONG: Cannot await hook directly
// const refs = await useGameWaitForRefs('canvas', 'scene'); // This won't work!
// ❌ WRONG: Violates React hook rules (hooks must be at top level)
const waitForRefs = useGameWaitForRefs(); // Hook called inside callback
const refs = await waitForRefs('canvas', 'scene');
};
}Why This Pattern Works
// ✅ The hook returns a stable function reference
function GoodComponent() {
const waitForRefs = useGameWaitForRefs(); // Returns memoized function
// This function is stable across re-renders thanks to useCallback
const stableCallback = useCallback(async () => {
const refs = await waitForRefs('canvas', 'scene');
// Handle refs...
}, [waitForRefs]); // Stable dependency - won't cause unnecessary re-runs
return <button onClick={stableCallback}>Initialize</button>;
}Comprehensive Waiting Patterns
function AsyncRefOperations() {
const canvas = useGameRefHandler('canvas');
const scene = useGameRefHandler('scene');
// ✅ Extract function for reuse (Pattern 1 - Recommended)
const waitForRefs = useGameWaitForRefs();
// Wait for single ref with default timeout (1 second)
const initCanvas = async () => {
try {
const canvasElement = await canvas.waitForMount();
// Canvas is guaranteed to be available here
const context = canvasElement.getContext('2d');
context.fillRect(0, 0, 100, 100);
} catch (error) {
console.error('Canvas failed to mount:', error);
}
};
// Wait for multiple refs with default timeout (1 second each)
const initGame = async () => {
try {
const refs = await waitForRefs('canvas', 'scene');
console.log('All refs ready:', refs);
// Type-safe access to mounted refs
if (refs.canvas && refs.scene) {
// Initialize game with both refs available
}
} catch (error) {
console.error('Refs failed to mount:', error);
}
};
// Wait with custom timeout (5 seconds)
const initGameWithLongerTimeout = async () => {
try {
const refs = await waitForRefs(5000, 'canvas', 'scene');
console.log('All refs ready with 5s timeout:', refs);
} catch (error) {
if (error.message.includes('timeout')) {
console.error('Refs took too long to mount (>5s)');
} else {
console.error('Unexpected error:', error);
}
}
};
// ❌ WRONG: This violates hook rules - don't do this
// const quickCheck = async () => {
// const waitForRefs = useGameWaitForRefs(); // Hook in callback = violation
// const refs = await waitForRefs('canvas');
// };
return (
<div>
<canvas ref={canvas.setRef} />
<button onClick={initCanvas}>Initialize Canvas (1s timeout)</button>
<button onClick={initGame}>Initialize Game (1s timeout)</button>
<button onClick={initGameWithLongerTimeout}>Initialize Game (5s timeout)</button>
</div>
);
}Safe Operations with withTarget
function SafeRefOperations() {
const video = useAppRefHandler('videoPlayer');
const playVideo = async () => {
const result = await video.withTarget(
async (videoElement) => {
// Safe operations inside this function
videoElement.currentTime = 0;
await videoElement.play();
return { duration: videoElement.duration };
},
{
timeout: 5000, // Wait up to 5 seconds
retries: 3, // Retry up to 3 times
retryDelay: 1000 // 1 second between retries
}
);
if (result.success) {
console.log('Video duration:', result.data.duration);
} else {
console.error('Failed to play video:', result.error);
}
};
return <button onClick={playVideo}>Play Video</button>;
}RefDefinitions Management Strategies
RefDefinitions provide powerful configuration options for different ref management strategies:
Basic DOM Elements
// ✅ Recommended: Renaming Pattern
const {
Provider: AppRefsProvider,
useRefHandler: useAppRef
} = createRefContext('AppRefs', {
// Simple DOM element with basic settings
container: {
name: 'container',
autoCleanup: true,
mountTimeout: 3000
}
});Input Validation
// ✅ Recommended: Renaming Pattern for form refs
const {
Provider: FormRefsProvider,
useRefHandler: useFormRef
} = createRefContext('FormRefs', {
// Strict validation for email input
emailInput: {
name: 'emailInput',
autoCleanup: true,
mountTimeout: 2000,
validator: (el): el is HTMLInputElement =>
el instanceof HTMLInputElement && el.type === 'email'
},
// Loose management for general elements
infoDiv: {
name: 'infoDiv',
autoCleanup: false, // Manual management
mountTimeout: 5000 // Longer timeout
}
});Custom Object Management
// ✅ Recommended: Renaming Pattern for game refs
const {
Provider: GameRefsProvider,
useRefHandler: useGameRef
} = createRefContext('GameRefs', {
// Complex cleanup for game engine
gameEngine: {
name: 'gameEngine',
autoCleanup: true,
cleanup: async (engine) => {
await engine.stopAllSounds();
engine.disposeResources();
engine.disconnect();
},
validator: (obj) => obj && typeof obj.dispose === 'function'
},
// Three.js scene management
threeScene: {
name: 'threeScene',
autoCleanup: true,
cleanup: (scene) => {
scene.traverse((object) => {
if (object.geometry) object.geometry.dispose();
if (object.material) {
if (Array.isArray(object.material)) {
object.material.forEach(material => material.dispose());
} else {
object.material.dispose();
}
}
});
scene.clear();
}
}
});Metadata and Lifecycle Management
// ✅ Recommended: Renaming Pattern for advanced refs
const {
Provider: AdvancedRefsProvider,
useRefHandler: useAdvancedRef
} = createRefContext('AdvancedRefs', {
mediaPlayer: {
name: 'mediaPlayer',
autoCleanup: true,
mountTimeout: 10000,
initialMetadata: {
createdAt: Date.now(),
version: '1.0.0',
features: ['play', 'pause', 'seek']
},
cleanup: async (player) => {
await player.pause();
player.destroy();
},
validator: (player) =>
player &&
typeof player.play === 'function' &&
typeof player.pause === 'function'
}
});Available Management Strategies
| Strategy | Purpose | Usage |
|---|---|---|
autoCleanup | Automatic cleanup when component unmounts | Most refs should use true |
mountTimeout | Maximum time to wait for ref mounting | Adjust based on complexity (default: 1000ms) |
validator | Type and validity checking | Critical for type safety |
cleanup | Custom cleanup function | Complex objects needing disposal |
initialMetadata | Additional ref metadata | Debugging and tracking |
Timeout Configuration
The refs system now includes automatic timeout protection for all waitForRefs operations:
- Default Timeout: 1000ms (1 second) when no timeout is specified
- Custom Timeout: First parameter when using
waitForRefs(timeout, ...refNames) - Per-Ref Timeout: Configure individual timeouts in RefDefinitions
// Example timeout configurations
const refs = createRefContext('AppRefs', {
quickButton: {
name: 'quickButton',
mountTimeout: 500 // Fast mounting expected
},
complexEngine: {
name: 'complexEngine',
mountTimeout: 10000 // Allow longer initialization
}
});
// Usage examples
await waitForRefs('quickButton'); // Uses 1s default timeout
await waitForRefs(3000, 'complexEngine'); // Uses 3s custom timeout
await waitForRefs('quickButton', 'complexEngine'); // Both use 1s defaultSimplified Reference Management
The RefContext system now treats all references as singleton objects without deep cloning or immutability checks. This is based on the understanding that refs are meant to manage singleton objects that should never be cloned.
Key Principles:
- No Cloning: All refs maintain direct references to their target objects
- Reference Comparison Only: State changes are detected using reference equality
- Universal Handling: DOM elements, custom objects, and Three.js objects are all handled identically
- Cleanup Functions: The only differentiation is through optional cleanup functions
// All refs are handled the same way - as singleton references
const refs = createRefContext('AppRefs', {
// DOM element - no special handling needed
container: {
name: 'container',
autoCleanup: true
},
// Three.js object - just add cleanup if needed
scene: {
name: 'scene',
autoCleanup: true,
cleanup: (scene) => {
scene.traverse(obj => {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) obj.material.dispose();
});
}
},
// Custom object - same pattern
engine: {
name: 'engine',
autoCleanup: true,
cleanup: async (engine) => {
await engine.shutdown();
}
}
});This simplified approach:
- Eliminates circular reference issues with React Fiber
- Improves performance by avoiding unnecessary cloning
- Provides consistent behavior across all ref types
- Makes the API simpler and more predictable
Real-World Example: Mouse Events with RefContext
Here's a practical example showing how RefContext enables high-performance mouse tracking with zero React re-renders:
import React, { useCallback, useRef } from 'react';
import { createRefContext } from '@context-action/react';
// 1. Define mouse event types
type MousePosition = { x: number; y: number };
type MouseClick = { x: number; y: number; timestamp: number; button: number };
// 2. Create RefContext for mouse position management
const {
Provider: MousePositionProvider,
useRefHandler: useMousePositionRef
} = createRefContext<{
cursor: HTMLDivElement;
trail: HTMLDivElement;
container: HTMLDivElement;
}>('MousePosition');
// 3. Create RefContext for visual effects
const {
Provider: VisualEffectsProvider,
useRefHandler: useVisualEffectsRef
} = createRefContext<{
clickEffectsContainer: HTMLDivElement;
pathSvg: SVGSVGElement;
pathElement: SVGPathElement;
}>('VisualEffects');
// 4. Custom hook for mouse position updates
function useMousePositionUpdater() {
const cursor = useMousePositionRef('cursor');
const trail = useMousePositionRef('trail');
const updatePosition = useCallback((position: MousePosition) => {
// Direct DOM manipulation - zero React re-renders!
if (cursor.target) {
cursor.target.style.transform = `translate3d(${position.x}px, ${position.y}px, 0)`;
}
if (trail.target) {
trail.target.style.transform = `translate3d(${position.x - 5}px, ${position.y - 5}px, 0)`;
trail.target.style.opacity = '0.7';
}
}, [cursor, trail]);
const showCursor = useCallback((visible: boolean) => {
if (cursor.target) {
cursor.target.style.display = visible ? 'block' : 'none';
}
}, [cursor]);
return { updatePosition, showCursor };
}
// 5. Custom hook for visual effects
function useVisualEffectsUpdater() {
const clickEffectsContainer = useVisualEffectsRef('clickEffectsContainer');
const pathElement = useVisualEffectsRef('pathElement');
const pathHistoryRef = useRef<MousePosition[]>([]);
const addClickEffect = useCallback((click: MouseClick) => {
if (!clickEffectsContainer.target) return;
// Create click effect element
const effect = document.createElement('div');
effect.className = 'absolute pointer-events-none';
effect.style.cssText = `
left: ${click.x - 15}px;
top: ${click.y - 15}px;
width: 30px;
height: 30px;
border: 2px solid #ef4444;
border-radius: 50%;
transform: scale(0);
opacity: 1;
transition: all 800ms cubic-bezier(0.23, 1, 0.32, 1);
`;
clickEffectsContainer.target.appendChild(effect);
// Start animation
requestAnimationFrame(() => {
effect.style.transform = 'scale(2)';
effect.style.opacity = '0';
});
// Clean up after animation
setTimeout(() => {
if (clickEffectsContainer.target && effect.parentNode) {
clickEffectsContainer.target.removeChild(effect);
}
}, 800);
}, [clickEffectsContainer]);
const addPathPoint = useCallback((position: MousePosition) => {
pathHistoryRef.current = [position, ...pathHistoryRef.current.slice(0, 49)];
if (pathElement.target && pathHistoryRef.current.length > 1) {
const pathString = generatePathString(pathHistoryRef.current);
pathElement.target.setAttribute('d', pathString);
}
}, [pathElement]);
return { addClickEffect, addPathPoint };
}
// 6. Helper function for smooth path generation
function generatePathString(points: MousePosition[]): string {
if (points.length < 2) return '';
const [firstPoint, ...restPoints] = points;
let pathString = `M ${firstPoint.x},${firstPoint.y}`;
for (let i = 0; i < restPoints.length; i++) {
const current = restPoints[i];
if (i === restPoints.length - 1) {
pathString += ` L ${current.x},${current.y}`;
} else {
const next = restPoints[i + 1];
const cpx = (current.x + next.x) / 2;
const cpy = (current.y + next.y) / 2;
pathString += ` Q ${current.x},${current.y} ${cpx},${cpy}`;
}
}
return pathString;
}
// 7. Main mouse events component
function RefContextMouseDemo() {
const { updatePosition, showCursor } = useMousePositionUpdater();
const { addClickEffect, addPathPoint } = useVisualEffectsUpdater();
const container = useMousePositionRef('container');
const cursor = useMousePositionRef('cursor');
const trail = useMousePositionRef('trail');
// Event handlers with direct DOM manipulation
const handleMouseMove = useCallback((event: React.MouseEvent) => {
if (!container.target) return;
const rect = container.target.getBoundingClientRect();
const position: MousePosition = {
x: event.clientX - rect.left,
y: event.clientY - rect.top,
};
// Update all visual elements without React re-renders
updatePosition(position);
addPathPoint(position);
}, [container, updatePosition, addPathPoint]);
const handleMouseClick = useCallback((event: React.MouseEvent) => {
if (!container.target) return;
const rect = container.target.getBoundingClientRect();
const click: MouseClick = {
x: event.clientX - rect.left,
y: event.clientY - rect.top,
timestamp: performance.now(),
button: event.button,
};
addClickEffect(click);
}, [container, addClickEffect]);
return (
<div
ref={container.setRef}
className="relative h-96 bg-gradient-to-br from-blue-50 to-purple-50 overflow-hidden cursor-none"
onMouseMove={handleMouseMove}
onClick={handleMouseClick}
onMouseEnter={() => showCursor(true)}
onMouseLeave={() => showCursor(false)}
>
{/* Mouse cursor */}
<div
ref={cursor.setRef}
className="absolute w-4 h-4 bg-blue-500 rounded-full pointer-events-none"
style={{ transform: 'translate3d(0, 0, 0)' }}
/>
{/* Mouse trail */}
<div
ref={trail.setRef}
className="absolute w-3 h-3 bg-blue-300 rounded-full pointer-events-none"
style={{ transform: 'translate3d(0, 0, 0)', opacity: 0 }}
/>
</div>
);
}
// 8. Complete app with all providers
function MouseEventsApp() {
return (
<MousePositionProvider>
<VisualEffectsProvider>
<div className="p-6">
<h2 className="text-xl font-bold mb-4">RefContext Mouse Events</h2>
<RefContextMouseDemo />
<p className="mt-4 text-sm text-gray-600">
Move your mouse and click to see zero React re-render performance!
</p>
</div>
</VisualEffectsProvider>
</MousePositionProvider>
);
}Key Benefits of This Approach:
- Zero React Re-renders: All mouse movements are handled through direct DOM manipulation
- Perfect Separation of Concerns: Each RefContext manages its own domain
- Hardware Acceleration: Using
translate3d()for smooth 60fps performance - Type Safety: Full TypeScript support with proper ref typing
- Independent Contexts: Mouse position and visual effects are completely decoupled
- Memory Efficient: Automatic cleanup when components unmount
Complete Example: Game Component
import { createRefContext } from '@context-action/react/refs';
import * as THREE from 'three';
// ✅ Recommended: Renaming Pattern with comprehensive configuration
const {
Provider: GameRefsProvider,
useRefHandler: useGameRefHandler,
waitForRefs: useGameWaitForRefs
} = createRefContext('GameRefs', {
canvas: {
name: 'canvas',
autoCleanup: true,
validator: (el): el is HTMLCanvasElement =>
el instanceof HTMLCanvasElement
},
scene: {
name: 'scene',
autoCleanup: true,
cleanup: (scene) => {
scene.traverse((object) => {
if (object.geometry) object.geometry.dispose();
if (object.material) object.material.dispose();
});
scene.clear();
}
},
renderer: {
name: 'renderer',
autoCleanup: true,
cleanup: (renderer) => {
renderer.dispose();
}
},
gameState: {
name: 'gameState',
autoCleanup: true,
cleanup: (state) => {
state.cleanup();
}
}
});
function GameComponent() {
const canvas = useGameRefHandler('canvas');
const scene = useGameRefHandler('scene');
const renderer = useGameRef('renderer');
const gameState = useGameRef('gameState');
// ✅ Extract function for stable reference (Pattern 1)
const waitForRefs = useGameWaitForRefs();
const initializeGame = async () => {
try {
// Wait for all essential refs with default 1s timeout each
const refs = await waitForRefs('canvas', 'scene', 'renderer');
if (!refs.canvas) throw new Error('Canvas not available');
// Initialize Three.js scene
const threeScene = new THREE.Scene();
const threeRenderer = new THREE.WebGLRenderer({
canvas: refs.canvas
});
// Set refs
scene.setRef(threeScene);
renderer.setRef(threeRenderer);
gameState.setRef(new GameState());
console.log('Game initialized successfully');
} catch (error) {
console.error('Game initialization failed:', error);
}
};
const startGame = async () => {
const result = await scene.withTarget(
async (sceneRef) => {
const result2 = await renderer.withTarget(
async (rendererRef) => {
// Both refs are guaranteed to be available
return startGameLoop(sceneRef, rendererRef);
}
);
return result2.data;
}
);
if (result.success) {
console.log('Game started:', result.data);
} else {
console.error('Failed to start game:', result.error);
}
};
return (
<GameRefsProvider>
<div className="game-container">
<canvas
ref={canvas.setRef}
width={800}
height={600}
/>
<div className="game-controls">
<button onClick={initializeGame}>
Initialize Game
</button>
<button onClick={startGame}>
Start Game
</button>
<div>
Canvas Ready: {canvas.isMounted ? 'Yes' : 'No'}
</div>
</div>
</div>
</GameRefsProvider>
);
}
class GameState {
cleanup() {
// Game state cleanup logic
}
}
function startGameLoop(scene: THREE.Scene, renderer: THREE.WebGLRenderer) {
// Game loop implementation
return { status: 'running' };
}Best Practices
1. Choose the Right Configuration Approach
// ✅ For simple cases - use type definition with renaming pattern
const {
Provider: SimpleRefsProvider,
useRefHandler: useSimpleRef
} = createRefContext<{
input: HTMLInputElement;
button: HTMLButtonElement;
}>('SimpleRefs');
// ✅ For complex cases - use declarative definitions with renaming pattern
const {
Provider: ComplexRefsProvider,
useRefHandler: useComplexRef
} = createRefContext('ComplexRefs', {
mediaEngine: {
name: 'mediaEngine',
autoCleanup: true,
cleanup: engine => engine.destroy()
}
});2. Handle Async Operations Safely
// Good - use waitForMount or withTarget
const handleClick = async () => {
const canvas = await canvasRef.waitForMount();
const context = canvas.getContext('2d');
// Safe to use context
};
// Better - use withTarget for error handling
const handleClick = async () => {
const result = await canvasRef.withTarget(
(canvas) => {
const context = canvas.getContext('2d');
return context;
}
);
if (result.success) {
// Use result.data safely
}
};3. Configure Appropriate Timeouts
// ✅ Recommended: Renaming Pattern with appropriate timeouts
const {
Provider: AppRefsProvider,
useRefHandler: useAppRef
} = createRefContext('AppRefs', {
button: {
name: 'button',
mountTimeout: 1000
},
// Longer timeout for complex initialization
gameEngine: {
name: 'gameEngine',
mountTimeout: 10000
}
});4. Implement Proper Cleanup
// ✅ Recommended: Renaming Pattern with proper cleanup
const {
Provider: ResourceRefsProvider,
useRefHandler: useResourceRef
} = createRefContext('ResourceRefs', {
// Automatic cleanup for simple objects
simpleResource: {
name: 'simpleResource',
autoCleanup: true
},
// Custom cleanup for complex objects
complexResource: {
name: 'complexResource',
autoCleanup: true,
cleanup: async (resource) => {
await resource.saveState();
resource.dispose();
resource.removeAllListeners();
}
}
});Error Handling
The refs system provides comprehensive error handling:
function ErrorHandlingExample() {
const canvas = useGameRefHandler('canvas');
const safeOperation = async () => {
try {
// This will timeout after the configured mountTimeout
const canvasEl = await canvas.waitForMount();
console.log('Canvas ready:', canvasEl);
} catch (error) {
if (error.message.includes('timeout')) {
console.error('Canvas took too long to mount');
} else {
console.error('Unexpected error:', error);
}
}
};
const protectedOperation = async () => {
const result = await canvas.withTarget(
(canvasEl) => {
// This operation is protected
return canvasEl.getBoundingClientRect();
},
{ timeout: 3000, retries: 2 }
);
if (result.success) {
console.log('Canvas bounds:', result.data);
} else {
console.error('Operation failed:', result.error);
}
};
return (
<div>
<canvas ref={canvas.setRef} />
<button onClick={safeOperation}>Safe Operation</button>
<button onClick={protectedOperation}>Protected Operation</button>
</div>
);
}Integration with Context-Action Framework
The refs system integrates seamlessly with the Context-Action framework's other patterns:
// ✅ Combine with Store Pattern for state management (Renaming Pattern)
const {
Provider: AppStoresProvider,
useStore: useAppStore
} = createStoreContext('App', {
gameState: { level: 1, score: 0, playing: false }
});
// ✅ Combine with Action Pattern for game events (Renaming Pattern)
const {
Provider: GameActionsProvider,
useActionDispatch: useGameAction,
useActionHandler: useGameActionHandler
} = createActionContext<{
startGame: void;
updateScore: { points: number };
}>('GameActions');
function GameApp() {
const gameStateStore = useAppStore('gameState');
const gameState = useStoreValue(gameStateStore);
const dispatch = useGameAction();
const canvas = useGameRefHandler('canvas');
const scene = useGameRefHandler('scene');
// Action handler using refs
useGameActionHandler('startGame', async () => {
const result = await scene.withTarget(async (sceneRef) => {
// Initialize game with ref
return initializeGameScene(sceneRef);
});
if (result.success) {
gameStateStore.update(state => ({ ...state, playing: true }));
}
});
return (
<AppStoresProvider>
<GameActionsProvider>
<GameRefsProvider>
<canvas ref={canvas.setRef} />
<div>Level: {gameState.level}</div>
<button onClick={() => dispatch('startGame')}>
Start Game
</button>
</GameRefsProvider>
</GameActionsProvider>
</AppStoresProvider>
);
}Migration Guide
From React.useRef
// Before - React.useRef
function OldComponent() {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
if (canvasRef.current) {
// Manual null checking
const context = canvasRef.current.getContext('2d');
}
}, []);
return <canvas ref={canvasRef} />;
}
// After - Context-Action refs with renaming pattern
const {
Provider: CanvasRefsProvider,
useRefHandler: useCanvasRef
} = createRefContext<{
canvas: HTMLCanvasElement;
}>('CanvasRefs');
function NewComponent() {
const canvas = useCanvasRefHandler('canvas');
useEffect(() => {
canvas.waitForMount().then(canvasEl => {
// Guaranteed to be available
const context = canvasEl.getContext('2d');
});
}, []);
return (
<CanvasRefsProvider>
<canvas ref={canvas.setRef} />
</CanvasRefsProvider>
);
}waitForRefs Blocking vs Non-blocking Patterns
waitForRefs itself is Promise-based and asynchronous, so when used correctly it doesn't block the UI. Problems arise when developers incorrectly try to handle it synchronously.
❌ Incorrect Usage (UI Blocking)
// Anti-pattern: busy waiting blocks UI
const handleClick = () => {
let isComplete = false;
let result = null;
waitForRefs(5000, 'element').then(refs => {
isComplete = true;
result = refs;
});
// DON'T DO THIS: CPU-intensive loop blocks UI
const startTime = Date.now();
while (!isComplete && Date.now() - startTime < 6000) {
// Empty loop - UI freezes!
}
};✅ Correct Usage (Non-blocking)
// Recommended: async/await for asynchronous handling
const handleClick = async () => {
try {
const refs = await waitForRefs(10000, 'element');
// Maintains UI responsiveness during processing
refs.element.style.backgroundColor = '#10b981';
} catch (error) {
console.error('Timeout:', error);
}
};Key Points:
waitForRefsinternally usesPromise.raceand asynchronous processing- Proper
async/awaitpatterns maintain UI responsiveness - Only avoid synchronous handling attempts (
whileloops, etc.) - Promise-based design doesn't block the event loop
Memoization and Lazy Evaluation
RefContext properties (isMounted, isWaitingForMount, target) use lazy evaluation to always return the latest state. This works correctly even when used with React's memoization patterns.
function MemoizationTestComponent() {
const element = useDemoRef('element');
// Empty deps array but always returns latest values
const memoizedCheck = useCallback(() => {
return {
isMounted: element.isMounted, // Always latest state
isWaiting: element.isWaitingForMount, // Always latest state
hasTarget: !!element.target // Always latest state
};
}, []); // Empty deps - function itself never recreated
// useMemo captured object vs direct access test
const capturedElement = useMemo(() => element, []); // Captured at first render
const testCapturedVsDirect = useCallback(() => {
console.log('Direct access:', element.isMounted);
console.log('Captured object:', capturedElement.isMounted); // Same value!
// Both return the same value (thanks to lazy evaluation)
}, [element, capturedElement]);
return (
<div>
<div ref={element.setRef}>Test Element</div>
<button onClick={testCapturedVsDirect}>
Test Memoization
</button>
</div>
);
}Key Principles:
- RefContext properties are implemented as getter functions
- Values are computed at access time, not storage time
- Memoized functions always receive the latest values
- No need to include ref objects in React dependency arrays
// ✅ Correct usage - empty deps array still guarantees latest values
const checkMount = useCallback(() => {
return element.isMounted; // Always latest state
}, []);
// ❌ Unnecessary pattern - no need to include element in deps
const checkMount = useCallback(() => {
return element.isMounted;
}, [element]); // element object never changes, so unnecessaryPractical Usage Example:
function OptimizedInteraction() {
const button = useMouseRef('button');
// Performance-optimized event handler (memoization + lazy evaluation)
const handleClick = useCallback(() => {
// Check mount status at click time (always latest)
if (button.isMounted && button.target) {
button.target.style.transform = 'scale(0.95)';
setTimeout(() => {
// Check mount status at timer execution time (always latest)
if (button.isMounted && button.target) {
button.target.style.transform = '';
}
}, 150);
}
}, []); // Empty deps array for performance optimization
return <button ref={button.setRef} onClick={handleClick}>
Click Me
</button>;
}Related Patterns
High-Performance UI with RefContext
For applications requiring high-frequency updates (animations, real-time graphics), RefContext can be combined with selective subscription patterns to achieve zero React re-renders:
// High-performance canvas control with RefContext
function useCanvasControl() {
const canvasRef = useGameRef('canvas');
// Direct DOM manipulation (60fps, no React re-renders)
const updateCanvas = useCallback((x: number, y: number) => {
if (canvasRef.isMounted && canvasRef.target) {
// Direct style updates bypass React
canvasRef.target.style.transform = `translate3d(${x}px, ${y}px, 0)`;
}
}, []);
return { updateCanvas, canvasRef };
}For detailed performance optimization strategies, see Selective Subscription Patterns.
RefContext with Store Integration
RefContext works seamlessly with Context-Action stores for hybrid reactive/non-reactive architectures:
// Store for data persistence, RefContext for visual updates
function useHybridPattern() {
const storeData = useStoreDataAccess(); // Non-reactive store access
const elementRef = useGameRef('element');
const handleUpdate = useCallback((newValue: number) => {
// Store update (data persistence)
storeData.updateValue(newValue);
// RefContext update (visual feedback)
if (elementRef.isMounted && elementRef.target) {
elementRef.target.style.opacity = String(newValue / 100);
}
}, [storeData, elementRef]);
return { handleUpdate };
}Further Reading
- Selective Subscription Patterns - Performance optimization strategies
- Pattern Guide - Context-Action architectural patterns
- Performance Issues Troubleshooting - Debugging performance problems
- MVVM Architecture - Overall architectural context
The React Refs Management System provides a powerful, type-safe, and lifecycle-aware approach to managing references in React applications, with seamless integration into the Context-Action framework's architecture patterns.