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Without
throw new Error
here the execution will continue. In the previous line, we assignedReanimated = undefined
and in the following line we have a check!Reanimated.setGestureState
. IfReanimated
is undefined, this check will fail.There was a problem hiding this comment.
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Good thing you've caught it 😅. I've put the code that followed the throw into the else branch so it should be clearer now.
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Honestly, the current flow looks even more complicated. What about the following?
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What about something like this:
In your snippet, the execution continues after the first
if
and we're back where we've started 😅.There was a problem hiding this comment.
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You're right. What I really meant was
if (Reanimated !== undefined && !Reanimated.setGestureState)
which roughly translates to "when Reanimated is installed but doesn't have setGestureState" butelse
is okay too.There was a problem hiding this comment.
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Also, this is a nice place to use IIFE and early returns.