$effect
Effects are what make your application do things. When Svelte runs an effect function, it tracks which pieces of state (and derived state) are accessed (unless accessed inside untrack
), and re-runs the function when that state later changes.
效果是讓您的應用程式執行操作的關鍵。當 Svelte 執行一個效果函數時,它會追蹤哪些狀態(以及衍生狀態)被存取(除非在 untrack
內存取),並在該狀態後續變更時重新執行該函數。
Most of the effects in a Svelte app are created by Svelte itself — they’re the bits that update the text in <h1>hello {name}!</h1>
when name
changes, for example.
Svelte 應用中的大部分效果都是由 Svelte 本身創建的——例如,當 name
變化時更新 <h1>hello {name}!</h1>
中的文本。
But you can also create your own effects with the $effect
rune, which is useful when you need to synchronize an external system (whether that’s a library, or a <canvas>
element, or something across a network) with state inside your Svelte app.
但你也可以使用 $effect
符號創建自己的效果,這在你需要將外部系統(無論是庫、 <canvas>
元素,還是網絡上的某個東西)與 Svelte 應用內的狀態同步時非常有用。
Avoid overusing
$effect
! When you do too much work in effects, code often becomes difficult to understand and maintain. See when not to use$effect
to learn about alternative approaches.
避免過度使用$effect
!當你在效果中做太多工作時,代碼往往會變得難以理解和維護。查看何時不應使用$effect
以了解替代方法。
Your effects run after the component has been mounted to the DOM, and in a microtask after state changes (demo):
你的效果在組件掛載到 DOM 後運行,並在狀態變化後的微任務中運行(示例):
<script>
let size = $state(50);
let color = $state('#ff3e00');
let canvas;
$effect(() => {
const context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
// this will re-run whenever `color` or `size` change
context.fillStyle = color;
context.fillRect(0, 0, size, size);
});
</script>
<canvas bind:this={canvas} width="100" height="100" />
Re-runs are batched (i.e. changing color
and size
in the same moment won’t cause two separate runs), and happen after any DOM updates have been applied.
重新運行是批量進行的(即,在同一時刻更改 color
和 size
不會導致兩次單獨的運行),並在任何 DOM 更新應用後發生。
You can place $effect
anywhere, not just at the top level of a component, as long as it is called during component initialization (or while a parent effect is active). It is then tied to the lifecycle of the component (or parent effect) and will therefore destroy itself when the component unmounts (or the parent effect is destroyed).
你可以將 $effect
放在任何地方,不僅僅是組件的頂層,只要它在組件初始化期間(或在父效果激活時)被調用即可。然後它將與組件(或父效果)的生命週期綁定,因此當組件卸載(或父效果被銷毀)時,它將自動銷毀。
You can return a function from $effect
, which will run immediately before the effect re-runs, and before it is destroyed (demo).
你可以從 $effect
返回一個函數,該函數將在效果重新運行之前立即運行,並在效果被銷毀之前運行(示例)。
<script>
let count = $state(0);
let milliseconds = $state(1000);
$effect(() => {
// This will be recreated whenever `milliseconds` changes
const interval = setInterval(() => {
count += 1;
}, milliseconds);
return () => {
// if a callback is provided, it will run
// a) immediately before the effect re-runs
// b) when the component is destroyed
clearInterval(interval);
};
});
</script>
<h1>{count}</h1>
<button onclick={() => (milliseconds *= 2)}>slower</button>
<button onclick={() => (milliseconds /= 2)}>faster</button>
Understanding dependencies
理解依賴關係
$effect
automatically picks up any reactive values ($state
, $derived
, $props
) that are synchronously read inside its function body and registers them as dependencies. When those dependencies change, the $effect
schedules a rerun.
$effect
自動檢測其函數體內同步讀取的任何響應式值( $state
、 $derived
、 $props
),並將它們註冊為依賴項。當這些依賴項變化時, $effect
會安排重新運行。
Values that are read asynchronously — after an await
or inside a setTimeout
, for example — will not be tracked. Here, the canvas will be repainted when color
changes, but not when size
changes (demo):
異步讀取的值——例如在 await
之後或在 setTimeout
內——將不會被追蹤。在這裡,當 color
變化時畫布將重新繪製,但當 size
變化時不會重新繪製(示例):
function $effect(fn: () => void | (() => void)): void
namespace $effect
Runs code when a component is mounted to the DOM, and then whenever its dependencies change, i.e. $state
or $derived
values.
The timing of the execution is after the DOM has been updated.
Example:
$effect(() => console.log('The count is now ' + count));
If you return a function from the effect, it will be called right before the effect is run again, or when the component is unmounted.
Does not run during server side rendering.
$effect(() => {
const const context: CanvasRenderingContext2D
context = let canvas: {
width: number;
height: number;
getContext(type: "2d", options?: CanvasRenderingContext2DSettings): CanvasRenderingContext2D;
}
canvas.function getContext(type: "2d", options?: CanvasRenderingContext2DSettings): CanvasRenderingContext2D
getContext('2d');
const context: CanvasRenderingContext2D
context.CanvasRect.clearRect(x: number, y: number, w: number, h: number): void
clearRect(0, 0, let canvas: {
width: number;
height: number;
getContext(type: "2d", options?: CanvasRenderingContext2DSettings): CanvasRenderingContext2D;
}
canvas.width: number
width, let canvas: {
width: number;
height: number;
getContext(type: "2d", options?: CanvasRenderingContext2DSettings): CanvasRenderingContext2D;
}
canvas.height: number
height);
// this will re-run whenever `color` changes...
const context: CanvasRenderingContext2D
context.CanvasFillStrokeStyles.fillStyle: string | CanvasGradient | CanvasPattern
fillStyle = let color: string
color;
function setTimeout<[]>(callback: () => void, ms?: number): NodeJS.Timeout (+2 overloads)
Schedules execution of a one-time callback
after delay
milliseconds.
The callback
will likely not be invoked in precisely delay
milliseconds.
Node.js makes no guarantees about the exact timing of when callbacks will fire,
nor of their ordering. The callback will be called as close as possible to the
time specified.
When delay
is larger than 2147483647
or less than 1
, the delay
will be set to 1
. Non-integer delays are truncated to an integer.
If callback
is not a function, a TypeError
will be thrown.
This method has a custom variant for promises that is available using timersPromises.setTimeout()
.
setTimeout(() => {
// ...but not when `size` changes
const context: CanvasRenderingContext2D
context.CanvasRect.fillRect(x: number, y: number, w: number, h: number): void
fillRect(0, 0, let size: number
size, let size: number
size);
}, 0);
});
An effect only reruns when the object it reads changes, not when a property inside it changes. (If you want to observe changes inside an object at dev time, you can use $inspect
.)
效果只會在它讀取的對象變化時重新運行,而不是當對象內的屬性變化時。(如果你想在開發時觀察對象內的變化,可以使用 $inspect
。)
<script>
let state = $state({ value: 0 });
let derived = $derived({ value: state.value * 2 });
// this will run once, because `state` is never reassigned (only mutated)
$effect(() => {
state;
});
// this will run whenever `state.value` changes...
$effect(() => {
state.value;
});
// ...and so will this, because `derived` is a new object each time
$effect(() => {
derived;
});
</script>
<button onclick={() => (state.value += 1)}>
{state.value}
</button>
<p>{state.value} doubled is {derived.value}</p>
An effect only depends on the values that it read the last time it ran. If a
is true, changes to b
will not cause this effect to rerun:
效果只依賴於它上次運行時讀取的值。如果 a
為真, b
的變化不會導致此效果重新運行:
function $effect(fn: () => void | (() => void)): void
namespace $effect
Runs code when a component is mounted to the DOM, and then whenever its dependencies change, i.e. $state
or $derived
values.
The timing of the execution is after the DOM has been updated.
Example:
$effect(() => console.log('The count is now ' + count));
If you return a function from the effect, it will be called right before the effect is run again, or when the component is unmounted.
Does not run during server side rendering.
$effect(() => {
var console: Console
The console
module provides a simple debugging console that is similar to the
JavaScript console mechanism provided by web browsers.
The module exports two specific components:
- A
Console
class with methods such as console.log()
, console.error()
and console.warn()
that can be used to write to any Node.js stream.
- A global
console
instance configured to write to process.stdout
and
process.stderr
. The global console
can be used without calling require('console')
.
Warning: The global console object’s methods are neither consistently
synchronous like the browser APIs they resemble, nor are they consistently
asynchronous like all other Node.js streams. See the note on process I/O
for
more information.
Example using the global console
:
console.log('hello world');
// Prints: hello world, to stdout
console.log('hello %s', 'world');
// Prints: hello world, to stdout
console.error(new Error('Whoops, something bad happened'));
// Prints error message and stack trace to stderr:
// Error: Whoops, something bad happened
// at [eval]:5:15
// at Script.runInThisContext (node:vm:132:18)
// at Object.runInThisContext (node:vm:309:38)
// at node:internal/process/execution:77:19
// at [eval]-wrapper:6:22
// at evalScript (node:internal/process/execution:76:60)
// at node:internal/main/eval_string:23:3
const name = 'Will Robinson';
console.warn(`Danger ${name}! Danger!`);
// Prints: Danger Will Robinson! Danger!, to stderr
Example using the Console
class:
const out = getStreamSomehow();
const err = getStreamSomehow();
const myConsole = new console.Console(out, err);
myConsole.log('hello world');
// Prints: hello world, to out
myConsole.log('hello %s', 'world');
// Prints: hello world, to out
myConsole.error(new Error('Whoops, something bad happened'));
// Prints: [Error: Whoops, something bad happened], to err
const name = 'Will Robinson';
myConsole.warn(`Danger ${name}! Danger!`);
// Prints: Danger Will Robinson! Danger!, to err
console.Console.log(message?: any, ...optionalParams: any[]): void (+1 overload)
Prints to stdout
with newline. Multiple arguments can be passed, with the
first used as the primary message and all additional used as substitution
values similar to printf(3)
(the arguments are all passed to util.format()
).
const count = 5;
console.log('count: %d', count);
// Prints: count: 5, to stdout
console.log('count:', count);
// Prints: count: 5, to stdout
See util.format()
for more information.
log('running');
if (let a: false
a || let b: false
b) {
var console: Console
The console
module provides a simple debugging console that is similar to the
JavaScript console mechanism provided by web browsers.
The module exports two specific components:
- A
Console
class with methods such as console.log()
, console.error()
and console.warn()
that can be used to write to any Node.js stream.
- A global
console
instance configured to write to process.stdout
and
process.stderr
. The global console
can be used without calling require('console')
.
Warning: The global console object’s methods are neither consistently
synchronous like the browser APIs they resemble, nor are they consistently
asynchronous like all other Node.js streams. See the note on process I/O
for
more information.
Example using the global console
:
console.log('hello world');
// Prints: hello world, to stdout
console.log('hello %s', 'world');
// Prints: hello world, to stdout
console.error(new Error('Whoops, something bad happened'));
// Prints error message and stack trace to stderr:
// Error: Whoops, something bad happened
// at [eval]:5:15
// at Script.runInThisContext (node:vm:132:18)
// at Object.runInThisContext (node:vm:309:38)
// at node:internal/process/execution:77:19
// at [eval]-wrapper:6:22
// at evalScript (node:internal/process/execution:76:60)
// at node:internal/main/eval_string:23:3
const name = 'Will Robinson';
console.warn(`Danger ${name}! Danger!`);
// Prints: Danger Will Robinson! Danger!, to stderr
Example using the Console
class:
const out = getStreamSomehow();
const err = getStreamSomehow();
const myConsole = new console.Console(out, err);
myConsole.log('hello world');
// Prints: hello world, to out
myConsole.log('hello %s', 'world');
// Prints: hello world, to out
myConsole.error(new Error('Whoops, something bad happened'));
// Prints: [Error: Whoops, something bad happened], to err
const name = 'Will Robinson';
myConsole.warn(`Danger ${name}! Danger!`);
// Prints: Danger Will Robinson! Danger!, to err
console.Console.log(message?: any, ...optionalParams: any[]): void (+1 overload)
Prints to stdout
with newline. Multiple arguments can be passed, with the
first used as the primary message and all additional used as substitution
values similar to printf(3)
(the arguments are all passed to util.format()
).
const count = 5;
console.log('count: %d', count);
// Prints: count: 5, to stdout
console.log('count:', count);
// Prints: count: 5, to stdout
See util.format()
for more information.
log('inside if block');
}
});
$effect.pre
In rare cases, you may need to run code before the DOM updates. For this we can use the $effect.pre
rune:
在極少數情況下,你可能需要在 DOM 更新之前運行代碼。為此,我們可以使用 $effect.pre
符號:
<script>
import { tick } from 'svelte';
let div = $state();
let messages = $state([]);
// ...
$effect.pre(() => {
if (!div) return; // not yet mounted
// reference `messages` array length so that this code re-runs whenever it changes
messages.length;
// autoscroll when new messages are added
if (div.offsetHeight + div.scrollTop > div.scrollHeight - 20) {
tick().then(() => {
div.scrollTo(0, div.scrollHeight);
});
}
});
</script>
<div bind:this={div}>
{#each messages as message}
<p>{message}</p>
{/each}
</div>
Apart from the timing, $effect.pre
works exactly like $effect
.
除了時機之外, $effect.pre
的工作方式與 $effect
完全相同。
$effect.tracking
The $effect.tracking
rune is an advanced feature that tells you whether or not the code is running inside a tracking context, such as an effect or inside your template (demo):
$effect.tracking
符號是一個高級功能,它告訴你是否在追蹤上下文中運行代碼,例如在效果中或在模板內(示例):
<script>
console.log('in component setup:', $effect.tracking()); // false
$effect(() => {
console.log('in effect:', $effect.tracking()); // true
});
</script>
<p>in template: {$effect.tracking()}</p> <!-- true -->
This allows you to (for example) add things like subscriptions without causing memory leaks, by putting them in child effects. Here’s a readable
function that listens to changes from a callback function as long as it’s inside a tracking context:
這允許你(例如)在不導致內存洩漏的情況下添加訂閱,方法是將它們放在子效果中。這是一個 readable
函數,只要它在追蹤上下文中,就會監聽來自回調函數的變化:
import { function tick(): Promise<void>
Returns a promise that resolves once any pending state changes have been applied.
tick } from 'svelte';
export default function function readable<T>(initial_value: T, start: (callback: (update: (v: T) => T) => T) => () => void): {
readonly value: T;
}
readable<function (type parameter) T in readable<T>(initial_value: T, start: (callback: (update: (v: T) => T) => T) => () => void): {
readonly value: T;
}
T>(
initial_value: T
initial_value: function (type parameter) T in readable<T>(initial_value: T, start: (callback: (update: (v: T) => T) => T) => () => void): {
readonly value: T;
}
T,
start: (callback: (update: (v: T) => T) => T) => () => void
start: (callback: (update: (v: T) => T) => T
callback: (update: (v: T) => T
update: (v: T
v: function (type parameter) T in readable<T>(initial_value: T, start: (callback: (update: (v: T) => T) => T) => () => void): {
readonly value: T;
}
T) => function (type parameter) T in readable<T>(initial_value: T, start: (callback: (update: (v: T) => T) => T) => () => void): {
readonly value: T;
}
T) => function (type parameter) T in readable<T>(initial_value: T, start: (callback: (update: (v: T) => T) => T) => () => void): {
readonly value: T;
}
T) => () => void
) {
let let value: T
value = function $state<T>(initial: T): T (+1 overload)
namespace $state
$state(initial_value: T
initial_value);
let let subscribers: number
subscribers = 0;
let let stop: (() => void) | null
stop: null | (() => void) = null;
return {
get value: T
value() {
// If in a tracking context ...
if (namespace $effect
function $effect(fn: () => void | (() => void)): void
Runs code when a component is mounted to the DOM, and then whenever its dependencies change, i.e. $state
or $derived
values.
The timing of the execution is after the DOM has been updated.
Example:
$effect(() => console.log('The count is now ' + count));
If you return a function from the effect, it will be called right before the effect is run again, or when the component is unmounted.
Does not run during server side rendering.
$effect.function $effect.tracking(): boolean
The $effect.tracking
rune is an advanced feature that tells you whether or not the code is running inside a tracking context, such as an effect or inside your template.
Example:
<script>
console.log('in component setup:', $effect.tracking()); // false
$effect(() => {
console.log('in effect:', $effect.tracking()); // true
});
</script>
<p>in template: {$effect.tracking()}</p> <!-- true -->
This allows you to (for example) add things like subscriptions without causing memory leaks, by putting them in child effects.
tracking()) {
function $effect(fn: () => void | (() => void)): void
namespace $effect
Runs code when a component is mounted to the DOM, and then whenever its dependencies change, i.e. $state
or $derived
values.
The timing of the execution is after the DOM has been updated.
Example:
$effect(() => console.log('The count is now ' + count));
If you return a function from the effect, it will be called right before the effect is run again, or when the component is unmounted.
Does not run during server side rendering.
$effect(() => {
// ...and there's no subscribers yet...
if (let subscribers: number
subscribers === 0) {
// ...invoke the function and listen to changes to update state
let stop: (() => void) | null
stop = start: (callback: (update: (v: T) => T) => T) => () => void
start((fn: (v: T) => T
fn) => (let value: T
value = fn: (v: T) => T
fn(let value: T
value)));
}
let subscribers: number
subscribers++;
// The return callback is called once a listener unlistens
return () => {
function tick(): Promise<void>
Returns a promise that resolves once any pending state changes have been applied.
tick().Promise<void>.then<void, never>(onfulfilled?: ((value: void) => void | PromiseLike<void>) | null | undefined, onrejected?: ((reason: any) => PromiseLike<never>) | null | undefined): Promise<...>
Attaches callbacks for the resolution and/or rejection of the Promise.
then(() => {
let subscribers: number
subscribers--;
// If it was the last subscriber...
if (let subscribers: number
subscribers === 0) {
// ...stop listening to changes
let stop: (() => void) | null
stop?.();
let stop: (() => void) | null
stop = null;
}
});
};
});
}
return let value: T
value;
}
};
}
$effect.root
The $effect.root
rune is an advanced feature that creates a non-tracked scope that doesn’t auto-cleanup. This is useful for nested effects that you want to manually control. This rune also allows for the creation of effects outside of the component initialisation phase.
$effect.root
符號是一個高級功能,它創建一個不會自動清理的非追蹤範圍。這對於你想要手動控制的嵌套效果非常有用。此符號還允許在組件初始化階段之外創建效果。
<script>
let count = $state(0);
const cleanup = $effect.root(() => {
$effect(() => {
console.log(count);
});
return () => {
console.log('effect root cleanup');
};
});
</script>
When not to use $effect
何時不應使用 $effect
In general, $effect
is best considered something of an escape hatch — useful for things like analytics and direct DOM manipulation — rather than a tool you should use frequently. In particular, avoid using it to synchronise state. Instead of this...
一般來說, $effect
最好被視為一種逃生艙——對於分析和直接 DOM 操作等事情很有用——而不是你應該經常使用的工具。特別是,避免使用它來同步狀態。相反,不要這樣做...
<script>
let count = $state(0);
let doubled = $state();
// don't do this!
$effect(() => {
doubled = count * 2;
});
</script>
...do this:
<script>
let count = $state(0);
let doubled = $derived(count * 2);
</script>
For things that are more complicated than a simple expression like
count * 2
, you can also use$derived.by
.
對於比count * 2
這樣的簡單表達式更複雜的事情,你也可以使用$derived.by
。
You might be tempted to do something convoluted with effects to link one value to another. The following example shows two inputs for “money spent” and “money left” that are connected to each other. If you update one, the other should update accordingly. Don’t use effects for this (demo):
你可能會想用效果來做一些複雜的事情來連接一個值到另一個值。下面的示例展示了兩個輸入框,分別是“花費的金額”和“剩餘的金額”,它們相互連接。如果你更新一個,另一個應該相應更新。不要用效果來做這個(示例):
<script>
let total = 100;
let spent = $state(0);
let left = $state(total);
$effect(() => {
left = total - spent;
});
$effect(() => {
spent = total - left;
});
</script>
<label>
<input type="range" bind:value={spent} max={total} />
{spent}/{total} spent
</label>
<label>
<input type="range" bind:value={left} max={total} />
{left}/{total} left
</label>
Instead, use callbacks where possible (demo):
相反,盡可能使用回調(示例):
<script>
let total = 100;
let spent = $state(0);
let left = $state(total);
function updateSpent(e) {
spent = +e.target.value;
left = total - spent;
}
function updateLeft(e) {
left = +e.target.value;
spent = total - left;
}
</script>
<label>
<input type="range" value={spent} oninput={updateSpent} max={total} />
{spent}/{total} spent
</label>
<label>
<input type="range" value={left} oninput={updateLeft} max={total} />
{left}/{total} left
</label>
If you need to use bindings, for whatever reason (for example when you want some kind of “writable $derived
”), consider using getters and setters to synchronise state (demo):
如果你出於某種原因需要使用綁定(例如,當你想要某種“可寫的 $derived
”時),考慮使用 getter 和 setter 來同步狀態(示例):
<script>
let total = 100;
let spent = $state(0);
let left = {
get value() {
return total - spent;
},
set value(v) {
spent = total - v;
}
};
</script>
<label>
<input type="range" bind:value={spent} max={total} />
{spent}/{total} spent
</label>
<label>
<input type="range" bind:value={left.value} max={total} />
{left.value}/{total} left
</label>
If you absolutely have to update $state
within an effect and run into an infinite loop because you read and write to the same $state
, use untrack.
如果你絕對必須在效果內更新 $state
並且因為讀取和寫入同一個 $state
而陷入無限循環,請使用 untrack。