zoukankan      html  css  js  c++  java
  • [Vuex] Lazy Load a Vuex Module at Runtime using TypeScript

    Sometimes we need to create modules at runtime, for example depending on a condition. We could even want to lazy load that module by using Webpack’s code splitting feature.

    For example, in current appliation, we are loading login and todos modules at the same time, now what we want is lazy load login module:

    import Vue from 'vue';
    import Vuex from 'vuex';
    
    import {todos} from './todos';
    import {login} from './login';
    
    Vue.use(Vuex);
    
    export default new Vuex.Store({
      modules: {
        todos,
        login,
      }
    });

    Go to the main.ts file, set login module to be lazy load:

    import './hooks';
    
    import Vue from 'vue';
    import App from './App.vue';
    import router from '@/router';
    import store from '@/store/index';
    import '@/registerServiceWorker';
    Vue.config.productionTip = false;
    
    const load = true;
    if (load) {
      import('./store/login').then(({login}) => {
        store.registerModule('login', login);
      });
    }
    
    new Vue({
      router,
      store,
      render: (h) => h(App),
    }).$mount('#app');

    We can use dynamic import syntax to lazy load login store.

    To support the syntax, we need to change "compilerOptions.modules='esnext'".

    To code safty. in login component, we add v-if to check the login module is loaded or not:

    <template>
        <section v-if="login">
            <button v-if="!login.isLoggedIn" @click="loginMutation">Login</button>
            <p v-else>Hello {{login.user}}</p>
        </section>
    </template>
    
    <script lang="ts">
    import {Component, Vue} from 'vue-property-decorator';
    import {State, Mutation} from 'vuex-class';
    import {LoginState} from '../types';
    
    @Component()
    export default class Login extends Vue{
        @State login: LoginState;
        @Mutation('login') loginMutation;
    }
    </script>
  • 相关阅读:
    #define中的特殊符号
    c++ windows下计时
    c++内存池
    u3d 场景资源打包
    Unity3d 动态加载材质方法
    Unity3D Shader基础教程
    Unity3D Shader入门指南(一)
    Unreal发展史
    阴影锥(shadow volume)原理与展望
    软硬RAID 和 不常见的RAID
  • 原文地址:https://www.cnblogs.com/Answer1215/p/10784731.html
Copyright © 2011-2022 走看看