DEV Community

Zev Averbach
Zev Averbach

Posted on • Updated on

How Does Svelte Actually Work? part 1

Here's part 2:

A friend put Svelte on the map for me this summer. Rather than tout its performance relative to the frameworks of the day, he touted the bite-sizedness and readability of the JavaScript it generates when compiled.

I'm writing a course that uses Svelte (and FastAPI and some other snazzy things) and am realizing that I could use some deeper knowledge of how Svelte operates: Specifically, how the code works that Svelte compiles to.

I'll post my insights as they come about, so this is part 1 of x.

First Steps

I used the template provided by the Svelte project by doing
npx degit sveltejs/template my-svelte-project; cd $_; npm install.

Then I ran npm run dev to compile the included component and start the development server.

This produced build/bundle.js, the beast we'll be dissecting.

Start at the Bottom

// build/bundle.js (all code blocks are from this file unless otherwise specified)
...
const app = new App({
    target: document.body,
    props: {
        name: 'world'
    }
});

return app;

}());
//# sourceMappingURL=bundle.js.map
Enter fullscreen mode Exit fullscreen mode

I didn't know what a source map is, but having Googled it and inspected bundle.js.map a little, I've decided not to try to decipher it just yet!

Those parens at the end tell me that the app var on line 3 of bundle.js

...
var app = (function () {
...
Enter fullscreen mode Exit fullscreen mode

stores the result of return app, as everything on the right-hand side of that 👆👆 = is an anonymous function which immediately calls itself.

Then, the above block, starting with const app, is identical to the logic in main.js.

// src/main.js

import App from './App.svelte';

const app = new App({
    target: document.body,
    props: {
    name: 'world',
    }
});

export default app;
Enter fullscreen mode Exit fullscreen mode

Searching for main.js in the Rollup config file that came with this sample app, I see

// rollup.config.js
...
    input: 'src/main.js',
...
Enter fullscreen mode Exit fullscreen mode

Okay, I'm reminded that this is where the Svelte app is defined, as configured in rollup.config.js.

The App: First Hypothesis

It looks like the App class has get and set methods on it, each called name.

...
class App extends SvelteComponentDev {
    constructor(options) {
        super(options);
        init(this, options, instance, create_fragment, safe_not_equal, { name: 0 });

        dispatch_dev("SvelteRegisterComponent", {
            component: this,
            tagName: "App",
            options,
            id: create_fragment.name
        });

        const { ctx } = this.$$;
        const props = options.props || ({});

        if (/*name*/ ctx[0] === undefined && !("name" in props)) {
            console.warn("<App> was created without expected prop 'name'");
        }
    }

    get name() {
        throw new Error("<App>: Props cannot be read directly from the component instance unless compiling with 'accessors: true' or '<svelte:options accessors/>'");
    }

    set name(value) {
        throw new Error("<App>: Props cannot be set directly on the component instance unless compiling with 'accessors: true' or '<svelte:options accessors/>'");
    }
}

...
Enter fullscreen mode Exit fullscreen mode

I hypothesize that if I give App another prop, there will be a pair of get and set for that as well.

Testing Hypothesis #1

<!-- src/App.svelte -->

<script>
    export let name; 
    export let number; // new
</script>

Enter fullscreen mode Exit fullscreen mode

Sure enough, these methods have appeared:

...
get name() {
    throw new Error("<App>: Props cannot be read directly from the component instance unless compiling with 'accessors: true' or '<svelte:options accessors/>'");
}

set name(value) {
    throw new Error("<App>: Props cannot be set directly on the component instance unless compiling with 'accessors: true' or '<svelte:options accessors/>'");
}

get number() {
    throw new Error("<App>: Props cannot be read directly from the component instance unless compiling with 'accessors: true' or '<svelte:options accessors/>'");
}

set number(value) {
    throw new Error("<App>: Props cannot be set directly on the component instance unless compiling with 'accessors: true' or '<svelte:options accessors/>'");
}
...
Enter fullscreen mode Exit fullscreen mode

So that's how that works. I don't know much about how getters/setters work in JS classes, but I'm guessing it's like in Python: They trigger when you try to get or set an instance attribute.

Then there's this in the constructor of App:

if (/*name*/ ctx[0] === undefined && !("name" in props)) {
    console.warn("<App> was created without expected prop 'name'");
}

if (/*number*/ ctx[1] === undefined && !("number" in props)) {
    console.warn("<App> was created without expected prop 'number'");
}
Enter fullscreen mode Exit fullscreen mode

This ctx thing is mysterious, and it's popped off of the even more mysterious this.$$.

class App extends SvelteComponentDev {
    constructor(options) {
        ...
        const { ctx } = this.$$;
...
Enter fullscreen mode Exit fullscreen mode

We'll come back to these.

Before continuing, let's update main.js to provide a value for the number prop.

// src/main.js
...
const app = new App({
    target: document.body,
    props: {
        name: 'world',
        number: 42
    }
});
Enter fullscreen mode Exit fullscreen mode

Everything Starts in create_fragment

function create_fragment(ctx) {
    let main;
    let h1;
    let t0;
    let t1;
    let t2;
    let t3;
    let p;
    let t4;
    let a;
    let t6;

    const block = {
        c: function create() {
            main = element("main");
            h1 = element("h1");
            t0 = text("Hello ");
            t1 = text(/*name*/ ctx[0]);
            t2 = text("!");
            t3 = space();
            p = element("p");
            t4 = text("Visit the ");
            a = element("a");
            a.textContent = "Svelte tutorial";
            t6 = text(" to learn how to build Svelte apps.");
            attr_dev(h1, "class", "svelte-1tky8bj");
            add_location(h1, file, 5, 1, 46);
            attr_dev(a, "href", "https://svelte.dev/tutorial");
            add_location(a, file, 6, 14, 83);
            add_location(p, file, 6, 1, 70);
            attr_dev(main, "class", "svelte-1tky8bj");
            add_location(main, file, 4, 0, 38);
        },
        l: function claim(nodes) {
            throw new Error("options.hydrate only works if the component was compiled with the `hydratable: true` option");
        },
        m: function mount(target, anchor) {
            insert_dev(target, main, anchor);
            append_dev(main, h1);
            append_dev(h1, t0);
            append_dev(h1, t1);
            append_dev(h1, t2);
            append_dev(main, t3);
            append_dev(main, p);
            append_dev(p, t4);
            append_dev(p, a);
            append_dev(p, t6);
        },
        p: function update(ctx, [dirty]) {
            if (dirty & /*name*/ 1) set_data_dev(t1, /*name*/ ctx[0]);
        },
        i: noop,
        o: noop,
        d: function destroy(detaching) {
            if (detaching) detach_dev(main);
        }
    };

    dispatch_dev("SvelteRegisterBlock", {
        block,
        id: create_fragment.name,
        type: "component",
        source: "",
        ctx
    });

    return block;
}



Enter fullscreen mode Exit fullscreen mode

create_fragment is a function that takes a single argument ctx, and its job is primarily to create and render DOM elements; it returns block.

block

block is an object whose most important attributes are c (create), m (mount), p (update), d (destroy).

c (create)

block.c's value is a factory function called create, which

    c: function create() {
        main = element("main");
        h1 = element("h1");
        t0 = text("Hello ");
        t1 = text(/*name*/ ctx[0]);
        t2 = text("!");
        t3 = space();
        p = element("p");
        t4 = text("Visit the ");
        a = element("a");
        a.textContent = "Svelte tutorial";
        t6 = text(" to learn how to build Svelte apps.")
        ...
Enter fullscreen mode Exit fullscreen mode

1) creates a bunch of DOM elements and text nodes
2) assigns them each to a variable declared at the start of create_fragment

Then it

    ...
    attr_dev(h1, "class", "svelte-1tky8bj");
    add_location(h1, file, 5, 1, 46);
    attr_dev(a, "href", "https://svelte.dev/tutorial");
    add_location(a, file, 6, 14, 83);
    add_location(p, file, 6, 1, 70);
    attr_dev(main, "class", "svelte-1tky8bj");
    add_location(main, file, 4, 0, 38);
}
Enter fullscreen mode Exit fullscreen mode

3) sets attributes (like 'class' and 'href') on the elements
4) dispatches an event for each attribute-setting (more on that later: we can safely ignore these events forever).
5) adds metadata to each element (__svelte_meta) detailing exactly where it's defined in the src modules.

m (mount)

block.m's value is a factory function called mount, which, y'know, adds each element and text node to the DOM in the appropriate place.

    m: function mount(target, anchor) {
        insert_dev(target, main, anchor);
        append_dev(main, h1);
        append_dev(h1, t0);
        append_dev(h1, t1);
        append_dev(h1, t2);
        append_dev(main, t3);
        append_dev(main, p);
        append_dev(p, t4);
        append_dev(p, a);
        append_dev(p, t6);
    },

Enter fullscreen mode Exit fullscreen mode

p (update)

block.p's value is not a factory function, but a plain old function which seems to

    p: function update(ctx, [dirty]) {
        if (dirty & /*name*/ 1) set_data_dev(t1, /*name*/ ctx[0]);
    },
Enter fullscreen mode Exit fullscreen mode

1) do something with bits that I don't understand, but probably just checks whether there's anything to update (dirty)
2) if the new value (ctx[0]) differs from t1's value (undefined by default),
3) update t1's value -- it's a text node, as a reminder

Hypothesis #2

I notice here that the prop we added in the first hypothesis, number, doesn't appear in the update function. I'm thinking this is because it's not used anywhere in the component: It's an unused prop.

Testing Hypothesis #2

<!-- src/App.svelte -->
...
<main>
    <h1>Hello {name}!</h1>
    <p>Your lucky number is {number}.</p> <!-- 👈👈👈 new -->
    <p>Visit the <a href="https://svelte.dev/tutorial">Svelte tutorial</a> to learn how to build Svelte apps.</p>
</main>
...
Enter fullscreen mode Exit fullscreen mode
// build/bundle.js
...
    p: function update(ctx, [dirty]) {
        if (dirty & /*name*/ 1) set_data_dev(t1, /*name*/ ctx[0]);
        if (dirty & /*number*/ 2) set_data_dev(t5, /*number*/ ctx[1]);
    },
...
Enter fullscreen mode Exit fullscreen mode

Ding ding ding! I'm still not sure about this if (dirty & 2) business; we'll kick that can for now.

d (destroy)

block.d's value is a function which -- shock and awe -- removes an element from the DOM.

    d: function destroy(detaching) {
        if (detaching) detach_dev(main);
Enter fullscreen mode Exit fullscreen mode

Where is block consumed?

create_fragment is only called once in bundle.js, which makes sleuthing pretty easy:

    ...
    $$.fragment = create_fragment ? create_fragment($$.ctx) : false;
    ...
Enter fullscreen mode Exit fullscreen mode

This is inside of the monster init function, which is itself called only in the constructor of the class App definition. What is this create_fragment ? ... ternary about? It seems like create_fragment will always be truthy, given that it... exists? The more fruitful question is probably where and how is $$.fragment used? Where? In three places, it turns out. How?

init

...
   function init(component, options, instance, create_fragment, not_equal, props, dirty = [-1]) {
    const parent_component = current_component;
    set_current_component(component);
    const prop_values = options.props || {};
    const $$ = component.$$ = {
        fragment: null,
        ctx: null,
        // state
        props,
        update: noop,
        not_equal,
        bound: blank_object(),
        // lifecycle
        on_mount: [],
        on_destroy: [],
        before_update: [],
        after_update: [],
        context: new Map(parent_component ? parent_component.$$.context : []),
        // everything else
        callbacks: blank_object(),
        dirty
    };
    let ready = false;
    $$.ctx = instance
        ? instance(component, prop_values, (i, ret, value = ret) => {
            if ($$.ctx && not_equal($$.ctx[i], $$.ctx[i] = value)) {
                if ($$.bound[i])
                    $$.bound[i](value);
                if (ready)
                    make_dirty(component, i);
            }
            return ret;
        })
        : [];
    $$.update();
    ready = true;
    run_all($$.before_update);
    // `false` as a special case of no DOM component
    $$.fragment = create_fragment ? create_fragment($$.ctx) : false;
    if (options.target) {
        if (options.hydrate) {
            // eslint-disable-next-line @typescript-eslint/no-non-null-assertion
            $$.fragment && $$.fragment.l(children(options.target));
        }
        else {
            // eslint-disable-next-line @typescript-eslint/no-non-null-assertion
            $$.fragment && $$.fragment.c();
        }
        if (options.intro)
            transition_in(component.$$.fragment);
        mount_component(component, options.target, options.anchor);
        flush();
    }
    set_current_component(parent_component);
}

...
Enter fullscreen mode Exit fullscreen mode

$$.fragment is referred to three times directly after its creation in init. Since only target is in the options of the sample app, we'll ignore all but the second, $$.fragment && $$.fragment.c();. Similar to the previous step, I don't understand the boolean check here of $$.fragment && ..., but what's notable is that fragment's c method is called, which will create—but not mount—all the elements and text nodes, giving the elements metadata about their pre-compiled location in App.svelte.

Since init is called inside the constructor of App, we know the above will be executed at runtime.

Backtracking: What About $$?

Real quick: $$ is defined early in init.

...
        const $$ = component.$$ = {
            fragment: null,
            ctx: null,
            // state
            props,
            update: noop,
            not_equal,
            bound: blank_object(),
            // lifecycle
            on_mount: [],
            on_destroy: [],
            before_update: [],
            after_update: [],
            context: new Map(parent_component ? parent_component.$$.context : []),
            // everything else
            callbacks: blank_object(),
            dirty
        };
...

Enter fullscreen mode Exit fullscreen mode

Mystery solved!

update

    function update($$) {
        if ($$.fragment !== null) {
            $$.update();
            run_all($$.before_update);
            $$.fragment && $$.fragment.p($$.ctx, $$.dirty);
            $$.dirty = [-1];
            $$.after_update.forEach(add_render_callback);
        }
    }
Enter fullscreen mode Exit fullscreen mode

We can ignore almost all of this. $$.update is assigned to noop which does nothing at all. We'll also assume $$.fragment isn't null (how could it be??). Then, $$.before_update is currently an empty array, so we'll wait for more app complexity before studying run_all($$.before_update). Similarly, $$.after_update.forEach(add_render_callback) we can ignore because $$.after_update is also an empty array.

That leaves only

    $$.fragment && $$.fragment.p($$.ctx, $$.dirty);
    $$.dirty = [-1];
Enter fullscreen mode Exit fullscreen mode

Looking around bundle.js I'm pretty confident that $$.dirty = [-1] means there are no pending changes to the app's state. This means that after updating the DOM in the line above it, $$.fragment.p($$.ctx, $$.dirty), we're indicating that all necessary changes have been made.

That makes the only action-packed line $$.fragment.p($$.ctx, $$.dirty), to update the DOM with any changes to
$$.ctx.

$$.ctx

$$.ctx seems to be where the app's state lives. Its calculation is a little complex:

    $$.ctx = instance
        ? instance(component, prop_values, (i, ret, value = ret) => {
            if ($$.ctx && not_equal($$.ctx[i], $$.ctx[i] = value)) {
                if ($$.bound[i])
                    $$.bound[i](value);
                if (ready)
                    make_dirty(component, i);
            }
            return ret;
        })
Enter fullscreen mode Exit fullscreen mode

The instance function is what generates it:

    function instance($$self, $$props, $$invalidate) {
        let { name } = $$props;
        let { number } = $$props;
        const writable_props = ["name", "number"];

        Object.keys($$props).forEach(key => {
            if (!~writable_props.indexOf(key) && key.slice(0, 2) !== "$$") console.warn(`<App> was created with unknown prop '${key}'`);
        });

        $$self.$set = $$props => {
            if ("name" in $$props) $$invalidate(0, name = $$props.name);
            if ("number" in $$props) $$invalidate(1, number = $$props.number);
        };

        $$self.$capture_state = () => {
            return { name, number };
        };

        $$self.$inject_state = $$props => {
            if ("name" in $$props) $$invalidate(0, name = $$props.name);
            if ("number" in $$props) $$invalidate(1, number = $$props.number);
        };

        return [name, number];
    }
Enter fullscreen mode Exit fullscreen mode

instance destructures our props, name and number, and passes them right through, unchanged, to $$.ctx.

Therefore, $$.ctx is equal to ["world", 42]: Not as complex as I expected; we'll come back to all these side effects happening here between the seeming pass-through of props.

As seen earlier, $$.fragment.p($$.ctx, $$.dirty) is calling this function:

    function update(ctx, [dirty]) {
      if (dirty & /*name*/ 1) set_data_dev(t1, /*name*/ ctx[0]);
      if (dirty & /*number*/ 2) set_data_dev(t5, /*number*/ ctx[1]);
    }
Enter fullscreen mode Exit fullscreen mode

Okay, time to figure out what this dirty & x business is about. It seems like dirty contains indices of what elements need updating, but why not find out the specifics?:

    p: function update(ctx, [dirty]) {
        if (dirty & /*name*/ 1) {
            console.log(`dirty 1 was dirty: ${dirty}`)
            set_data_dev(t1, /*name*/ ctx[0]);
        } else {
            console.log(`dirty 1 wasn't dirty: ${dirty}`)
        }
        if (dirty & /*name*/ 2) {
            console.log(`dirty 2 was dirty: ${dirty}`)
            set_data_dev(t5, /*name*/ ctx[0]);
        } else {
            console.log(`dirty 2 wasn't dirty: ${dirty}`)
        }
        console.log(typeof dirty)
    },
Enter fullscreen mode Exit fullscreen mode

In order to trigger update without building some UI, to trigger these informative console.logs, we need to manipulate the app's state manually:

app in Action

Circling back to the instance function, the more meaningful work it performs (the "side effects") is in binding three methods—$set, $capture_state, and $inject_state—to $$self, which is App.

Did I mention we can inspect our App instance, app, in the console? It's another lovely feature of Svelte: Since it compiles down to vanilla Javascript, app is in the global scope of a browser rendering it, without any special plugins or other somersaults! Armed with that knowledge, let's play with these new methods in the Javascript console:

>> app.$capture_state()
    Object { name: "world", number: 42 }
>> app.$set({name: "Whirl"})
   undefined
   dirty 1 was dirty: 1
   dirty 2 wasn't dirty: 1
   number
>> app.$capture_state()
   ► Object { name: "Whirl", number: 42 }
>> app.$inject_state({number: 24})
   undefined
   undefined
   dirty 1 wasn't dirty: 2 
   dirty 2 was dirty: 2
   number
>> app.$capture_state()
    Object { name: "Whirl", number: 24 }
Enter fullscreen mode Exit fullscreen mode

The page looks like this now:

A screenshot showing that the updated props have also changed in the rendered page.

Several discoveries here:

1) $capture_state gives the current state of the app as an object.
2) $set and $inject_state seem to both update the app's state via an object.
3) dirty, when it's not equal to [-1], is a positive integer seemingly referring to the props by a 1-based index.
4) These props are updated in the rendered page.

One more mystery to unravel:

>> app.name
   Error: <App>: Props cannot be read directly from the component instance unless compiling with 'accessors: true' or
   '<svelte:options accessors/>'
>> app.name = 'hi'
   Error: <App>: Props cannot be set directly on the component instance unless compiling with 'accessors: true' or
   '<  svelte:options accessors/>'
Enter fullscreen mode Exit fullscreen mode

That's the purpose of the set and get methods from earlier: Enforce that the compiled code doesn't set and get props directly on the App instance, but that it uses... the included machinery?

Next Time

Join us next time to unwrap the mysteries of

1) What is the difference between app.$set and app.$inject_state, if any?
2) How does bundle.js change with increasing app complexity? Multiple components, for example, or dynamically re-rendering props/state.
3) What is __svelte_meta for?
4) Where and when does mount actually get called?
5) Can dirty ever contain anything besides a single integer? In other words, are elements updated one after the next, or can update sometimes operate on more than one element at a run?
6) When are components and elements destroyed? Are Svelte and Rollup as efficient about unnecessary re-renders as billed?
7) How does all this fit together? Asked another way, is it possible to have a basic understanding of how a web framework we use actually works?

Random Notes

According to Svelte's tweet response to me, the events emitted at various points in bundle.js are strictly for dev tooling. This is why we can ignore them.

Oldest comments (7)

Collapse
 
mrgnw profile image
Morgan

This is great! Can't wait to see how things go with FastAPI & the other snazzy things

Collapse
 
zev profile image
Zev Averbach

Aw shucks! Did you look at part 2? I need any feedback you've got. :-)

Collapse
 
mrgnw profile image
Morgan

I’ll read it tomorrow!
If you haven’t been on the svelte discord they might be able to add feedback on the svelte side of things.

Collapse
 
glebec profile image
Gabriel Lebec • Edited

Oh man, Svelte uses bitmasks? That is the first time I have seen someone use them in prod. A bitmask is a compact way to store N boolean flags in a single N-bit integer. JS numbers are IEEE 754 64-bit floats, but when you do certain ops they are shortened to 32 bits, so you can safely store 32 bools in a single JS number. When you & x, you check if the digit in place 2x-1 is a 1 or a 0. Suppose dirty = 13; then in binary, dirty is 1101. If you do dirty & 1 you get 1 (the lowest bit). If you do dirty & 2 you get 0 (the second lowest bit). So if you use the lowest bit to store whether name is dirty, and the second lowest bit to store whether number is dirty, then in the case of dirty = 13, they are dirty and not dirty respectively!

This also means that if you need to store more than 32 prop dirty states, Svelte will need more numbers to cram the states in as bits. But if this is per-component, I doubt many people exceed 32 props in a component. Neat!

Collapse
 
zev profile image
Zev Averbach

Thanks Gabriel! Mystery solved, once I wrap my head around this.

Collapse
 
glebec profile image
Gabriel Lebec

Two good resources for understanding bitmasks in this context:

Collapse
 
caroso1222 profile image
Carlos Roso

Pure gold here. Thanks for the breakdown! I also found it interesting how they use bitmasks to check for dirty states. Analyzing the compiler might also be a fun exercise.