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问题1. vuex中的store是如何注入的,如何做到初始化执行一次初始化,new Vue({store})之后, 每个组件调用this.$store都能指向store本store?

直接看vuex的源码可以得知,在store.js中,输出了如下函数。Vue.use(vuex)的时候,会自动执行hook到install中。看到这里其实调用了一个applyMixin函数。进去看看这个applyMixin函数做了什么事情。

export function install (_Vue) {
  if (Vue && _Vue === Vue) {
    if (process.env.NODE_ENV !== 'production') {
      console.error(
        '[vuex] already installed. Vue.use(Vuex) should be called only once.'
      )
    }
    return
  }
  Vue = _Vue
  applyMixin(Vue)
}

找到头部的调用,mixin.js主要做了两件事情。代码如下所示
首先判断了vue的版本,如果是2.0以上的版本,劫持了Vue的beforeCreate方法,在组件创建之前,执行vuexInit函数。

如果是1.x版本的话,重新Vue的init方法。在组件初始化的时候调用vuexInit。

export default function (Vue) { const version = Number(Vue.version.split('.')[0])

if (version >= 2) {
  Vue.mixin({ beforeCreate: vuexInit })
} else {
  // override init and inject vuex init procedure
  // for 1.x backwards compatibility.
  const _init = Vue.prototype._init
  Vue.prototype._init = function (options = {}) {
    options.init = options.init
      ? [vuexInit].concat(options.init)
      : vuexInit
    _init.call(this, options)
  }
}

下面是最重要的部分,vuex初始化函数,经过上面的步骤处理,每个vue组件在初始化的时候,都会执行到这里。
这里是判断并且找到 options.parent.$store ,然后赋值给当前,this.$store. 
这样我们在使用的时候,不管身处哪个组件,就都能调用到this.$store了.
很简单的几个步骤,这种设计的思想能用到日常编码中的很多地方。
/**
 * Vuex init hook, injected into each instances init hooks list.
 */

function vuexInit () {
  const options = this.$options
  // store injection
  if (options.store) {
    this.$store = typeof options.store === 'function'
      ? options.store()
      : options.store
  } else if (options.parent && options.parent.$store) {
    this.$store = options.parent.$store
  }
}

}

问题2 vue中的虚拟Dom机制以及虚拟Dom的Diff算法更新机制?

#ifdef GL_ES precision mediump float; #endif

uniform vec2 resolution;

const float pi = atan(1.0) * 4.0;

float scale = 0.01; // 1e-2 float epsilon = 0.0001; // 1e-4 float infinity = 100000.0; // 1e6

#define THICKNESS 0.001 // 1e-3 #define BORDER_COLOR vec3(.15, .12, 1.) #define BRIGHTNESS 0.015 #define BORDER_GAP 4.0 #define BORDER_CORNER 46.0

float dfLine(vec2 start, vec2 end, vec2 uv) { start *= scale; // rescale end *= scale; // rescale

vec2 line = end - start;

float frac = dot(uv - start,line) / dot(line,line);

return distance(start + line * clamp(frac, 0.0, 1.0), uv);

}

float dfArc(vec2 origin, float start, float sweep, float radius, vec2 uv) { origin *= scale; // rescale radius *= scale; // rescale

uv -= origin;      // move

sweep = -sweep;

uv *= mat2( cos(start), sin(start), -sin(start), cos(start) ); // rotate to start

float offset = (sweep / 2.0 - pi);

    float angle = mod(atan(uv.y,uv.x) - offset, 2.0 * pi) + offset;

angle = clamp(angle, min(0.0, sweep), max(0.0, sweep));

return distance(radius * vec2(cos(angle), sin(angle)), uv);

}

float DrawFrame(vec2 uv, vec2 leftBottom, vec2 rightTop) { float dist = infinity;

float corner = BORDER_CORNER;

dist = min(dist, dfLine(vec2(rightTop.x   - corner, rightTop.y            ), vec2(leftBottom.x  + corner, rightTop.y             ), uv)); // Top
dist = min(dist, dfLine(vec2(leftBottom.x         , rightTop.y    - corner), vec2(leftBottom.x           , leftBottom.y  + corner), uv)); // Left
dist = min(dist, dfLine(vec2(rightTop.x           , leftBottom.y  + corner), vec2(rightTop.x             , rightTop.y    - corner), uv)); // Right
dist = min(dist, dfLine(vec2(leftBottom.r + corner, leftBottom.y          ), vec2(rightTop.x    - corner, leftBottom.y           ), uv)); // Bottom

dist = min(dist, dfArc(vec2(leftBottom.x  + corner, rightTop.y    - corner), -3.14, 1.57, corner, uv));                                   // Top Left
dist = min(dist, dfArc(vec2(leftBottom.x  + corner, leftBottom.y  + corner), -1.57, 1.57, corner, uv));                                   // Bottom Line
dist = min(dist, dfArc(vec2(rightTop.x    - corner, rightTop.y    - corner),  1.57, 1.57, corner, uv));                                   // Top Right
dist = min(dist, dfArc(vec2(rightTop.x    - corner, leftBottom.y  + corner),  0.0,  1.57, corner, uv));                                   // Bottom Right

return dist;

}

void main(void) { vec2 uv = (gl_FragCoord.xy) / min(resolution.x, resolution.y);

vec2 leftBottom = vec2(0.0);
vec2 rightTop = vec2(100.0);

if (resolution.x > resolution.y)
	rightTop.x *= (resolution.x / resolution.y);
else
	rightTop.y *= (resolution.y / resolution.x);

leftBottom = leftBottom + BORDER_GAP;
rightTop   = rightTop   - BORDER_GAP;
	
vec3 color = vec3(0.0);

float dist = infinity;

dist = DrawFrame(uv, leftBottom, rightTop);

float shade = BRIGHTNESS / max(epsilon, dist - THICKNESS);

color += BORDER_COLOR * shade;

gl_FragColor = vec4(color, 1.0);

} https://github.com/jeromeetienne/threex.geometricglow

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