If you like, you can check out the final result here: [Final Result](https://codepen.io/gaearon/pen/gWWZgR?editors=0010). Try playing the game. You can also click on a link in the move list to go "back in time" and see what the board looked like just after that move was made.
We'll assume some familiarity with HTML and JavaScript but you should be able to follow along even if you haven't used them before.
If you need a refresher on JavaScript, we recommend reading [this guide](https://developer.mozilla.org/en-US/docs/Web/JavaScript/A_re-introduction_to_JavaScript). Note that we're also using some features from ES6, a recent version of JavaScript. In this tutorial, we're using [arrow functions](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Functions/Arrow_functions), [classes](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Classes), [`let`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Statements/let), and [`const`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Statements/const) statements. You can use <ahref="http://babeljs.io/repl/#?babili=false&evaluate=true&lineWrap=false&presets=es2015%2Creact&experimental=false&loose=false&spec=false&code=const%20element%20%3D%20%3Ch1%3EHello%2C%20world!%3C%2Fh1%3E%3B%0Aconst%20container%20%3D%20document.getElementById('root')%3B%0AReactDOM.render(element%2C%20container)%3B%0A">Babel REPL</a> to check what ES6 code compiles to.
We'll be using an online editor called CodePen in this guide. You can begin by opening this [starter code](https://codepen.io/gaearon/pen/oWWQNa?editors=0010). It should display an empty tic-tac-toe field. We will be editing that code during this tutorial.
Alternatively, you can set up a project on your computer.
This is more work, but gives you a standard development environment, including support for [modules](https://medium.freecodecamp.com/javascript-modules-a-beginner-s-guide-783f7d7a5fcc).
4. Add a file named `index.css` in the `src/` folder with [this CSS code](https://codepen.io/gaearon/pen/oWWQNa?editors=0100).
5. Add a file named `index.js` in the `src/` folder with [this JS code](https://codepen.io/gaearon/pen/oWWQNa?editors=0010), and then add three lines to the top of it:
If you get stuck, check out the [community support resources](https://facebook.github.io/react/community/support.html). In particular, [Reactiflux chat](/react/community/support.html#reactiflux-chat) is a great way to get quick help. If you don't get a good answer anywhere, please file an issue, and we'll help you out.
We'll get to the funny XML-like tags in a second. Your components tell React what you want to render – then React will efficiently update and render just the right components when your data changes.
Here, ShoppingList is a **React component class**, or **React component type**. A component takes in parameters, called `props`, and returns a hierarchy of views to display via the `render` method.
The `render` method returns a *description* of what you want to render, and then React takes that description and renders it to the screen. In particular, `render` returns a **React element**, which is a lightweight description of what to render. Most React developers use a special syntax called JSX which makes it easier to write these structures. The `<div />` syntax is transformed at build time to `React.createElement('div')`. The example above is equivalent to:
[See full expanded version.](https://babeljs.io/repl/#?babili=false&evaluate=false&lineWrap=false&presets=react&targets=&browsers=&builtIns=false&debug=false&experimental=false&loose=false&spec=false&playground=true&code=%3Cdiv%20className%3D%22shopping-list%22%3E%0A%20%20%3Ch1%3EShopping%20List%20for%20%7Bprops.name%7D%3C%2Fh1%3E%0A%20%20%3Cul%3E%0A%20%20%20%20%3Cli%3EInstagram%3C%2Fli%3E%0A%20%20%20%20%3Cli%3EWhatsApp%3C%2Fli%3E%0A%20%20%20%20%3Cli%3EOculus%3C%2Fli%3E%0A%20%20%3C%2Ful%3E%0A%3C%2Fdiv%3E)
If you're curious, `createElement()` is described in more detail in the [API reference](/react/docs/react-api.html#createelement), but we won't be using it directly in this tutorial. Instead, we will keep using JSX.
You can put any JavaScript expression within braces inside JSX. Each React element is a real JavaScript object that you can store in a variable or pass around your program.
The `ShoppingList` component only renders built-in DOM components, but you can compose custom React components just as easily, by writing `<ShoppingList />`. Each component is encapsulated so it can operate independently, which allows you to build complex UIs out of simple components.
The Square component renders a single `<button>`, the Board renders 9 squares, and the Game component renders a board with some placeholders that we'll fill in later. None of the components are interactive at this point.
Let's make the Square component fill in an "X" when you click it. Try changing the button tag returned in the `render()` function of the Square like this:
This uses the new JavaScript [arrow function](https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Functions/Arrow_functions) syntax. Note that we're passing a function as the `onClick` prop. Doing `onClick={alert('click')}` would alert immediately instead of when the button is clicked.
React components can have state by setting `this.state` in the constructor, which should be considered private to the component. Let's store the current value of the square in state, and change it when the square is clicked.
First, add a constructor to the class to initialize the state:
In [JavaScript classes](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Classes), you need to explicitly call `super();` when defining the constructor of a subclass.
Whenever `this.setState` is called, an update to the component is scheduled, causing React to merge in the passed state update and rerender the component along with its descendants. When the component rerenders, `this.state.value` will be `'X'` so you'll see an X in the grid.
If you click on any square, an X should show up in it.
The React Devtools extension for [Chrome](https://chrome.google.com/webstore/detail/react-developer-tools/fmkadmapgofadopljbjfkapdkoienihi?hl=en) and [Firefox](https://addons.mozilla.org/en-US/firefox/addon/react-devtools/) lets you inspect a React component tree in your browser devtools.
After installing it, you can right-click any element on the page, click "Inspect" to open the developer tools, and the React tab will appear as the last tab to the right. However, there are a few extra steps to get it working with CodePen:
1. Log in or register and confirm your email (required to prevent spam).
2. Click the "Fork" button.
3. Click "Change View" and then choose "Debug mode".
4. In the new tab that opens, the devtools should now have a React tab.
We now have the basic building blocks for a tic-tac-toe game. But right now, the state is encapsulated in each Square component. To make a fully-working game, we now need to check if one player has won the game, and alternate placing X and O in the squares. To check if someone has won, we'll need to have the value of all 9 squares in one place, rather than split up across the Square components.
You might think that Board should just inquire what the current state of each Square is. Although it is technically possible to do this in React, it is discouraged because it tends to make code difficult to understand, more brittle, and harder to refactor.
Instead, the best solution here is to store this state in the Board component instead of in each Square – and the Board component can tell each Square what to display, like how we made each square display its index earlier.
**When you want to aggregate data from multiple children or to have two child components communicate with each other, move the state upwards so that it lives in the parent component. The parent can then pass the state back down to the children via props, so that the child components are always in sync with each other and with the parent.**
Pulling state upwards like this is common when refactoring React components, so let's take this opportunity to try it out. Add a constructor to the Board and set its initial state to contain an array with 9 nulls, corresponding to the 9 squares:
Now we need to change what happens when a square is clicked. The Board component now stores which squares are filled, which means we need some way for Square to update the state of Board. Since component state is considered private, we can't update Board's state directly from Square.
The usual pattern here is pass down a function from Board to Square that gets called when the square is clicked. Change `renderSquare` in Board again so that it reads:
```javascript{5}
renderSquare(i) {
return (
<Square
value={this.state.squares[i]}
onClick={() => this.handleClick(i)}
/>
);
}
```
We split the returned element into multiple lines for readability, and added parens around it so that JavaScript doesn't insert a semicolon after `return` and break our code.
Now we're passing down two props from Board to Square: `value` and `onClick`. The latter is a function that Square can call. Let's make the following changes to Square:
* Replace `this.state.value` with `this.props.value` in Square's `render`.
* Replace `this.setState()` with `this.props.onClick()` in Square's `render`.
* Delete `constructor` definition from Square because it doesn't have state anymore.
After these changes, the whole Square component looks like this:
Note that `onClick` on the DOM `<button>` component has a special meaning to React, but we could have called `onClick` prop in Square and `handleClick` in Board something else. It is, however, a common convention in React apps to use `on*` names for the handler prop names and `handle*` for their implementations.
We call `.slice()` to copy the `squares` array instead of mutating the existing array. Jump ahead a [section](/react/tutorial/tutorial.html#why-immutability-is-important) to learn why immutability is important.
Now you should be able to click in squares to fill them again, but the state is stored in the Board component instead of in each Square, which lets us continue building the game. Note how whenever Board's state changes, the Square components rerender automatically.
Square no longer keeps its own state; it receives its value from its parent Board and informs its parent when it's clicked. We call components like this **controlled components**.
In the previous code example, we suggest using the `.slice()` operator to copy the `squares` array prior to making changes and to prevent mutating the existing array. Let's talk about what this means and why it is an important concept to learn.
There are generally two ways for changing data. The first method is to *mutate* the data by directly changing the values of a variable. The second method is to replace the data with a new copy of the object that also includes desired changes.
The end result is the same but by not mutating (or changing the underlying data) directly we now have an added benefit that can help us increase component and overall application performance.
Immutability also makes some complex features much easier to implement. For example, further in this tutorial we will implement time travel between different stages of the game. Avoiding data mutations lets us keep a reference to older versions of the data, and switch between them if we need to.
Determining if a mutated object has changed is complex because changes are made directly to the object. This then requires comparing the current object to a previous copy, traversing the entire object tree, and comparing each variable and value. This process can become increasingly complex.
Determining how an immutable object has changed is considerably easier. If the object being referenced is different from before, then the object has changed. That's it.
The biggest benefit of immutability in React comes when you build simple _pure components_. Since immutable data can more easily determine if changes have been made it also helps to determine when a component requires being re-rendered.
To learn more about `shouldComponentUpdate()` and how you can build *pure components* take a look at [Optimizing Performance](/react/docs/optimizing-performance.html#examples).
We've removed the constructor, and in fact, React supports a simpler syntax called **functional components** for component types like Square that only consist of a `render` method. Rather than define a class extending `React.Component`, simply write a function that takes props and returns what should be rendered.
Replace the whole Square class with this function:
You'll need to change `this.props` to `props` both times it appears. Many components in your apps will be able to be written as functional components: these components tend to be easier to write and React will optimize them more in the future.
While we're cleaning up the code, we also changed `onClick={() => props.onClick()}` to just `onClick={props.onClick}`, as passing the function down is enough for our example. Note that `onClick={props.onClick()}` would not work because it would call `props.onClick` immediately instead of passing it down.
[View the current code.](https://codepen.io/gaearon/pen/QvvJOv?editors=0010)
Each time we move we shall toggle `xIsNext` by flipping the boolean value and saving the state. Now update Board's `handleClick` function to flip the value of `xIsNext`.
Let's make it possible to revisit old states of the board so we can see what it looked like after any of the previous moves. We're already creating a new `squares` array each time a move is made, which means we can easily store the past board states simultaneously.
We'll want the top-level Game component to be responsible for displaying the list of moves. So just as we pulled the state up before from Square into Board, let's now pull it up again from Board into Game – so that we have all the information we need at the top level.
Then change Board so that it takes `squares` via props and has its own `onClick` prop specified by Game, like the transformation we made for Square earlier. You can pass the location of each square into the click handler so that we still know which square was clicked. Here is a list of steps you need to do:
Since Game is now rendering the status, we can delete `<div className="status">{status}</div>` and the code calculating the status from the Board's `render` function:
Next, we need to move the `handleClick` method implementation from Board to Game. You can cut it from the Board class, and paste it into the Game class.
We also need to change it a little, since Game state is structured differently. Game's `handleClick` can push a new entry onto the stack by concatenating the new history entry to make a new history array.
Let's show the previous moves made in the game so far. We learned earlier that React elements are first-class JS objects and we can store them or pass them around. To render multiple items in React, we pass an array of React elements. The most common way to build that array is to map over your array of data. Let's do that in the `render` method of Game:
[View the current code.](https://codepen.io/gaearon/pen/EmmGEa?editors=0010)
For each step in the history, we create a list item `<li>` with a link `<a>` inside it that goes nowhere (`href="#"`) but has a click handler which we'll implement shortly. With this code, you should see a list of the moves that have been made in the game, along with a warning that says:
When you render a list of items, React always stores some info about each item in the list. If you render a component that has state, that state needs to be stored – and regardless of how you implement your components, React stores a reference to the backing native views.
When you update that list, React needs to determine what has changed. You could've added, removed, rearranged, or updated items in the list.
Imagine transitioning from
```html
<li>Alexa: 7 tasks left</li>
<li>Ben: 5 tasks left</li>
```
to
```html
<li>Ben: 9 tasks left</li>
<li>Claudia: 8 tasks left</li>
<li>Alexa: 5 tasks left</li>
```
To a human eye, it looks likely that Alexa and Ben swapped places and Claudia was added – but React is just a computer program and doesn't know what you intended it to do. As a result, React asks you to specify a *key* property on each element in a list, a string to differentiate each component from its siblings. In this case, `alexa`, `ben`, `claudia` might be sensible keys; if the items correspond to objects in a database, the database ID is usually a good choice:
`key` is a special property that's reserved by React (along with `ref`, a more advanced feature). When an element is created, React pulls off the `key` property and stores the key directly on the returned element. Even though it may look like it is part of props, it cannot be referenced with `this.props.key`. React uses the key automatically while deciding which children to update; there is no way for a component to inquire about its own key.
When a list is rerendered, React takes each element in the new version and looks for one with a matching key in the previous list. When a key is added to the set, a component is created; when a key is removed, a component is destroyed. Keys tell React about the identity of each component, so that it can maintain the state across rerenders. If you change the key of a component, it will be completely destroyed and recreated with a new state.
**It's strongly recommended that you assign proper keys whenever you build dynamic lists.** If you don't have an appropriate key handy, you may want to consider restructuring your data so that you do.
If you don't specify any key, React will warn you and fall back to using the array index as a key – which is not the correct choice if you ever reorder elements in the list or add/remove items anywhere but the bottom of the list. Explicitly passing `key={i}` silences the warning but has the same problem so isn't recommended in most cases.
Component keys don't need to be globally unique, only unique relative to the immediate siblings.
For our move list, we already have a unique ID for each step: the number of the move when it happened. In the Game's `render` method, add the key as `<li key={move}>` and the key warning should disappear:
Clicking any of the move links throws an error because `jumpTo` is undefined. Let's add a new key to Game's state to indicate which step we're currently viewing.
Next, we'll define the `jumpTo` method in Game to update that state. We also want to update `xIsNext`. We set `xIsNext` to true if the index of the move number is an even number.
[View the current code.](https://codepen.io/gaearon/pen/gWWZgR?editors=0010)
If you click any move link now, the board should immediately update to show what the game looked like at that time.
You may also want to update `handleClick` to be aware of `stepNumber` when reading the current board state so that you can go back in time then click in the board to create a new entry. (Hint: It's easiest to `.slice()` off the extra elements from `history` at the very top of `handleClick`.)
If you have extra time or want to practice your new skills, here are some ideas for improvements you could make, listed in order of increasing difficulty:
1. Display the move locations in the format "(1, 3)" instead of "6".
2. Bold the currently-selected item in the move list.
3. Rewrite Board to use two loops to make the squares instead of hardcoding them.
4. Add a toggle button that lets you sort the moves in either ascending or descending order.
5. When someone wins, highlight the three squares that caused the win.
Throughout this tutorial, we have touched on a number of React concepts including elements, components, props, and state. For a more in-depth explanation for each of these topics, check out [the rest of the documentation](/react/docs/hello-world.html). To learn more about defining components, check out the [`React.Component` API reference](/react/docs/react-component.html).