Book Image

Real-World Svelte

By : Tan Li Hau
4.3 (4)
Book Image

Real-World Svelte

4.3 (4)
By: Tan Li Hau

Overview of this book

Svelte has quickly become a popular choice among developers seeking to build fast, responsive, and efficient web applications that are high-performing, scalable, and visually stunning. This book goes beyond the basics to help you thoroughly explore the core concepts that make Svelte stand out among other frameworks. You’ll begin by gaining a clear understanding of lifecycle functions, reusable hooks, and various styling options such as Tailwind CSS and CSS variables. Next, you’ll find out how to effectively manage the state, props, and bindings and explore component patterns for better organization. You’ll also discover how to create patterns using actions, demonstrate custom events, integrate vanilla JS UI libraries, and progressively enhance UI elements. As you advance, you’ll delve into state management with context and stores, implement custom stores, handle complex data, and manage states effectively, along with creating renderless components for specialized functionalities and learning animations with tweened and spring stores. The concluding chapters will help you focus on enhancing UI elements with transitions while covering accessibility considerations. By the end of this book, you’ll be equipped to unlock Svelte's full potential, build exceptional web applications, and deliver performant, responsive, and inclusive user experiences.
Table of Contents (22 chapters)
1
Part 1: Writing Svelte Components
6
Part 2: Actions
10
Part 3: Context and Stores
16
Part 4: Transitions

Turning a declarative description into imperative instructions

The second use case for a renderless component involves allowing users to describe their needs declaratively and then translating them into imperative instructions.

A good example of this use case is when working with a canvas or WebGL.

For example, in a canvas, to create a red rectangle with a green border, you would need to use imperative APIs to create and style the rectangle:

ctx.fillStyle = 'red';
ctx.strokeStyle = 'green';
ctx.rect(10, 10, 100, 100);
ctx.stroke();
ctx.fill();

Step by step, we instruct the canvas context to set fillStyle and strokeStyle and then draw a rectangle, based on the fill color and stroke color set.

When interacting with the canvas in an imperative manner, the code focuses on how to do things rather than what to do. This can result in code that is difficult to read and maintain, with a lot of low-level details that can make it hard to see the bigger picture...