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Use Animated.loop(), when possible, to limit JS thread utilization #204

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jamesreggio
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This PR will use Animated.loop(), when possible, to run looped animations. When combined with useNativeDriver, this prevents the JS thread from having to kick off each successive loop of an animation, making this library much more suitable for loading spinners and other animations that loop infinitely while the device is under heavy load.

If it means anything, I've been using this code in our production app for the past six months with no issue.

@jamesreggio
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Friendly ping.

animation = Animated.loop(animation, loopConfig);
}

animation.start(endState => {
currentIteration += 1;
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I'd prefer to rewrite this completely to only use Animated.loop to make it less complicated. For infinite loops you can pass -1 as iterations.

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Correct me if I'm wrong, but I don't think you can support iterationDelay using Animated.loop.

I'd be happy to adjust the code so that single iterations also utilize Animated.loop, and that infinite loops use -1, but I don't think we can entirely eliminate this conditional.

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Hmm, wonder if we can solve this with Animated.delay() instead, but probably not.

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I took a more careful look and it appears that simply applying iterationDelay within the Animated.timing works fine in the context of an Animated.loop.

I've updated the PR and I think you'll find it much more succinct (and thus to your liking).

@DomiR
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DomiR commented Sep 13, 2018

👍

@jamesreggio
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@oblador — just in case you didn't see it, I heeded your feedback and simplified the implementation.

@jamesreggio
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Ping, @oblador.

@hirbod
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hirbod commented Dec 1, 2019

Will this ever land?

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4 participants