9th week of 2021
Highlights of the week.
Table of contents
We had a certain deadline this week, so this and the last week have been quite hectic. Nothing special apart from that.
Nothing this week. It was hectic at work.
Another common example is modals. It can be useful for modals to enter with an
ease-outanimation, and to exit with a quicker
This is a small detail, but it speaks to a much larger idea.
I believe most developers think in terms of states: for example, you might look at this situation and say that we have a "hover" state and a default state. Instead, what if we thought in terms of actions? We animate based on what the user is doing, thinking in terms of events, not states. We have a mouse-enter animation and a mouse-leave animation.
Makes sense. I'll keep this in mind the next time I'm working on animations.
Another learning from Josh's article (see the previous section), from the Hardware acceleration section.
The beginning and ending of animations can sometimes be glitchy
because some property transitions (like
transform) are rendered by the GPU,
whereas the elements are otherwise rendered by the CPU.
GPUs and CPUs render things slightly differently. [...]
We can fix this problem by adding the following CSS property:
will-changeis a property that allows us to hint to the browser that we're going to animate the selected element, and that it should optimize for this case.
In practice, what this means is that the browser will let the GPU handle this element all the time. No more handing-off between CPU and GPU, no more telltale "snapping into place".
But wait, there's more!
There's another benefit to hardware acceleration: we can take advantage of sub-pixel rendering.
margin-topcan't sub-pixel-render, which means they need to round to the nearest pixel, creating a stepped, janky effect.
transform, meanwhile, can smoothly shift between pixels, thanks to the GPU's anti-aliasing trickery.
Note however that you shouldn't overuse the
like Josh later mentions.
It's also mentioned on the
will-change page on MDN:
will-changeis intended to be used as a last resort, in order to try to deal with existing performance problems. It should not be used to anticipate performance problems.
The element generates a block container box, and lays out its contents using flow layout. It always establishes a new block formatting context for its contents. It provides a better solution to the most use cases of the "clearfix" hack.
The browser support of the
flow-root value is excellent
(supported by all modern browsers).
That's quite funny,
because I don't remember hearing about this value before.
I also don't remember where I found this.
Steve Schoger has shared three step-by-step icon creation tutorials on Twitter:
I'm no designer, and I haven't used Figma much, so these are very helpful.
YouTube recommended me a video (part 1) about refactoring some .NET code by Nick Chapsas. It was excellent.
In the first part of the two-part video series, Nick makes the code testable by extracting its dependencies and injecting them back via constructor injection. This way the dependencies can be mocked in unit tests.
Then he creates unit tests for the method before doing any refactoring. Otherwise it would be too easy to accidentally modify the logic of the code.
In the part 2 video, Nick does the actual refactoring. Some things that struck in my mind:
Renaming method parameters can cause backwards incompatibility
One method parameter has a typo in its name. It would be tempting to rename it, but it would be a breaking change to the consumers of the code (warranting a major version increment) because C# supports named arguments. That's a good point that I would have missed.
When are interfaces needed?
Nick creates interfaces for the extracted dependencies to make them mockable, expect for one class. That class doesn't need mocking, so it doesn't necessarily need an interface.
Using tuples instead of creating simple classes
One method needs to return two values. You could create a simple class for the return value, but Nick uses a tuple, skipping the need for creating that simple class.