I\'m building a front-end for a search system where almost all user actions need to trigger the same async action to re-fetch search results. For example, if a user enters a key
I agree with Dan Abramov: if the text and categories are highly coupled in your interface, just fire FETCH_RESULTS
with the text and categories as action payload.
If the text input and categories selection widget do not share a close parent component, it is complicated to fire a FETCH_RESULTS
which contains the text and categories (unless passing a lot of props down the tree...): you then need the action granularity.
One pattern that I have found helpful when such granularity is needed is the Saga / Process manager pattern. I've written a bit about it here: https://stackoverflow.com/a/33501899/82609
Basically, implementing this on redux would mean there's a very special kind of reducer that can trigger side-effects. This reducer is not pure, but do not have the purpose of triggering React renderings, but instead manage coordination of components.
Here's an example of how I would implement your usecase:
function triggerSearchWhenFilterChangesSaga(action,state,dispatch) {
var newState = searchFiltersReducer(action,state);
var filtersHaveChanged = (newState !== state);
if ( filtersHaveChanged ) {
triggerSearch(newFiltersState,dispatch)
}
return newState;
}
function searchFiltersReducer(action,state = {text: undefined,categories: []}) {
switch (action.type) {
case SEARCH_TEXT_CHANGED:
return Object.assign({}, state, {text: action.text});
break;
case CATEGORY_SELECTED:
return Object.assign({}, state, {categories: state.categories.concat(action.category) });
break;
case CATEGORY_UNSELECTED:
return Object.assign({}, state, {categories: _.without(state.categories,action.category) });
break;
}
return state;
}
Note if you use any time-traveling (record/replay/undo/redo/whatever) debugger, the saga should always be disabled when replaying actions because you don't want new actions to be dispatched during the replay.
EDIT: in Elm language (from which Redux is inspired) we can perform such effects by "reducing" the effects, and then applying them. See that signature: (state, action) -> (state, Effect)
There is also this long discussion on the subjet.
EDIT:
I did not know before but in Redux action creators can access state. So most problems a Saga is supposed to resolve can often be solved in the action creators (but it creates more unnecessary coupling to UI state):
function selectCategory(category) {
return (dispatch, getState) => {
dispatch({type: "CategorySelected",payload: category});
dispatch({type: "SearchTriggered",payload: getState().filters});
}
}
I fully agree with Nathan’s answer.
I just want to add that in order to tell whether actions A and B are really one or two actions, you need to ask yourself: “If I change how some reducers react to A, will I also need to change how they react to B?”
When the handlers change together in the reducer code, it’s likely they should be a single action. When their changes may not affect each other, or if many reducers handle just one of them but not the other, they should probably stay separate.
This is of course something only you can really answer based on what you know about the project. I don't think that there is any inherent advantage to having the actions be more granular, and if there aren't any, its not worth the extra effort. I would have a generic FILTER_CHANGED
event and not worry about being able to see what specifically changed--presumably the action isn't going to be complicated, so I'm not going to be debugging the action a lot. As the filter state becomes more complicated and diverse, it might make more sense to break out the actions. By default though, I don't really see much value.