Vuejs
Vuejs
Vuejs Training Materials
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Introduction
- JavaScript framework for building UI (user interfaces)
 - What do we need?
- HTML, CSS, and JavaScript
 
 - Declarative, component-based programming model
- Declarative rendering
 - Reactivity
 
 - Progressive framework
 - Single-file components (SFC)
 - API Styles - options VS composition
 
Not That
BUT still - we'll have a lot to see! (-'
Framework
Progressive Framework - "framework that can grow with you and adapt to your needs"
- framework and ecosystem
 - designed to be flexible and incrementally adoptable
 - can be used in
- enhancing static HTML without a build step
 - embedding as Web Components on any page
 - Single-Page Application (SPA)
 - Fullstack / Server-Side Rendering (SSR)
 - Jamstack / Static Site Generation (SSG)
 - targeting desktop, mobile, WebGL, and even the terminal
 
 
Overview of Vue JS
- Declarative rendering
 - Component composition
 
Declarative rendering
- Declaring Reactive State
- data(), reserved prefixes ( $, _ )
 - strong use of JavaScript Proxies
 
 - Declaring Methods - methods()
- this is bind automatically (no arrows here!)
 - accessible in template (mostly as event listeners)
 
 - Deep Reactivity - by default
- detects even mutation of nested obj or array
 
 - DOM Update Timing - not synchronous, buffered until the nextTick(), fixable with async..await
- in the update cycle - ensures each component updates only once (with all the state changes)
 
 - Stateful Methods - dynamically created methods
- in reused components - to avoid interference use created() lifecycle hook
 
 
Component composition
- SFC - Single-File Components
 - Options API vs Compositions API - two styles
 
SFC
- HTML-like file format (*.vue)
- logic (JS), template (HTML), and styles (CSS) - together
 - for build-tool-enabled projects
- recommended way
 
 
 - Example
 
<script>
export default {
  data() {
    return {
      coursesInCart: 0
    }
  }
}
</script>
<template>
  <button @click="coursesInCart + 1">You have: {{ coursesInCart }} courses in your bucket!</button>
</template>
<style scoped>
button {
  font-size: 48px;
}
</style>
Options vs Composition
| Compare of | Options API | Composition API | 
|---|---|---|
| Component's logic | Object with options (data, methods, mounted, etc) | Imported API functions (ref, onMounted, etc) | 
| Properties | Exposed on this in functions | Declared with functions (ref) | 
| Syntax (some bits only) | the usual <script> | <script setup>, less boilerplate | 
| Common web use cases | covered | covered | 
| Centered on | component instance (this), beginner-friendly, organized | state directly in function, free-form, more flexible | 
| For production use | no build tools, low-complex cases | builds and full apps (+SFC) | 
Options vs Composition Con't
- different interfaces - same underlying system
 - Options are implemented on top of the Composition
 - fundamental concepts and knowledge - shared across them
 - more here - https://vuejs.org/guide/extras/composition-api-faq
 
Options vs Composition, Example
| Options | Composition | 
|---|---|
<script>
export default {
  // Properties returned from data() become reactive state and will be exposed on `this`.
  data() {
    return {
      invoice: { id: 'INV_integer', type: 'default', owner: 'countryPrefix_franchisee' }
    
  },
  // Methods are functions that mutate state and trigger updates.
  // They can be bound as event handlers in templates.
  methods: {
    setInv() {
      this.invoice = { id: 'INV2378', type: 'consultancy', owner: 'NPUK_franchisee' }
    }
  },
  // Lifecycle hooks are called at different stages of a component's existence.
  // This function will be called when the component is mounted.
  mounted() {
    console.log(`The invoice for this ${this.invoice.type} is ${this.invoice.id}.`)
  }
}
</script>
<template>
  <button @click="setInv">Send invoice from: {{ invoice.owner }}</button>
</template>
 | 
<script setup>
import { ref, onMounted } from 'vue'
// reactive state
const invoice = ref( { id: '', type: '', owner: '' } )
// functions that mutate state and trigger updates
function setInv() {
  invoice.value = { id: 'INV2378', type: 'consultancy', owner: 'NPUK_franchisee' }
}
// lifecycle hooks
onMounted(() => {
  console.log(`The default invoice has an empty ID: ${invoice.value.id}.`)
})
</script>
<template>
  <button @click="setInv">Send invoice from: {{ invoice.owner }}</button>
</template>
 | 
Setting up a development environment
- Nodejs, nvm
 - IDEs - VSC + official Vue ext
- Useful plugin - es6-string-html
 
 - Alternatives with some LSP/LSIF support: WebStorm, Sublime, vim, emacs
 - git
 - Vite vs VueCLI (migratable)
 - ??
 
vue itself
npm create vue@latest # answer the interactive questions accordingly (proj-name, ts, routing, pinia, testing, etc) cd proj-name ; npm i ; npm run format ; npm run dev
OR
npx create-vue proj-name # answer the questions cd proj-name ; npm i ; npm run format ; npm run dev
Creating your first application
Build game "Find the jewel". The objective of the game is to find a random computer-chosen jewel in as few tries as possible. Approach: * First think about the functionality we want to offer * Second think about the data and behavior that can support the functionality * Third think about how to build a user interface for it Test it with 'live-server' (if not yet installed in the training machine, run 'sudo npm i -g live-server') * in command line go to application's root folder and execute the command 'live-server --cors'
- Designing the component
- Detailing the features that we want the app to support
- Choosing random jewel (origJewel)
 - Providing input for a user to find the jewel (findJewel)
 - Tracking the number of tries already made (howManyTries)
 - Giving the user hints to improve their try based on their input (hinting)
 - Giving a success message if the user found the proper jewel (hinting)
 
 - Determining what we need to display to the user and what data we need to track
- Names in round brackets above are the properties that will support those features
 - We need to include these properties in our component
 
 
 - Detailing the features that we want the app to support
 
Exercise
Working with Templates
- Vue uses an HTML-based template syntax
- declaratively binds
- the rendered DOM to the underlying component instance's data
 
 
 - declaratively binds
 - syntactically valid HTML
- parseable by spec-compliant browsers and HTML parsers
 
 - compiled into highly-optimized JS - when the app state changes
- intelligently re-renders the minimal no of components
 - applies the minimal amount of DOM manipulations
 
 - can be written directly as render functions instead
- JSX is optionally supported
 - but not the same level of compile-time optimizations
 
 
Methods and computed properties
Method - manages actions, mutates state, etc
- New option - 
methods : { setInvoice(){} } - Or just functions in composition's 
setup() { function setInvoice(){} } - always called whenever a re-render happens
- must be returned together with properties
 
 
Computed property - solves complex logic that includes reactive data
- New option - 
computed: { getInvoicesPerFranchisee(){} } - Or just ref in composition's setup, wrapped into 
computed() - cached based on its reactive dependencies
 - getter-only by default, changeable with giving it the setter
 - should be side-effect free, don't:
- mutate other state
 - make async requests
 - mutate the DOM inside a computed getter
 - also mutating its own computed value
 
 
Exercise
Reactive programming
- unobtrusive reactivity system
 - adjust to changes in a declarative way
 - Proxies for reactive objects
 - getters/setters for refs (simple properties)
 - Reactive Effect => watch(option) or watchEffect()(api)
 - Runtime vs Compile-time - Vue works with Runtime
 - Debugging (only in dev mode!)
- components - hooks again: renderTracked() and renderTriggered()
 - computed and watcher - onTrack() and onTriger() callbacks in computed() 2nd arg
 
 - Ext state systems - shallowRef
 
Directives and data rendering
Data binding - syntax Name:Argument.Modifiers="Value"
- {{ }} - text interpolation, JS expressions (not statements!); interpreted as plain text
- functions too, but without side effects (changing data, triggering asynchronous code)
 - restricted JS globals (more here: https://github.com/vuejs/core/blob/main/packages/shared/src/globalsAllowList.ts#L3)
- fixable by adding our custom globals to app.config.globalProperties
 
 
 - v-html - raw HTML somewhere
 - v-bind: / : - attribute directive / shortcut
- from Vue 3.4+ even shorter, if same name :id="id" => :id
 - multiple attrs - just v-bind without argument
 
 
Built-in directives, some
Syntax - prefix v-
- v-if, v-else - logic for adding/removing elements; destroying
- v-show - conditional rendering; hiding only (display prop)
 
 - v-for: - listing elements; 
v-for="(el, index) in listOfEls" :key="index" - v-on: / @ - handling events; 
v-on:click="updateInv"- v-on:[eventName] - dynamic, 'eventName' should be string or null
 - v-on:submit.prevent - with modifier, does event.preventDefault()
 
 - v-bind:[attrName] - also dynamic, 'attrName' should be string or null
 - v-model - 2 way data binding, between model(data) and view(template)
 - more here https://vuejs.org/api/built-in-directives.html
 
Exercise
- Exercise 4.
 - Exercise 5.1.
 - Exercise 5.2.
 - Exercise 6.
 - Exercise 7.1.
 - Exercise 7.2.
 - Exercise 8.
 - Exercise 9.1.
 
Dividing the application into smaller, self-contained components
- Component Pattern instead of MVC
 - Constructs
- expressions, data binding syntax
 
 - Change detection
 - Web components
 
Component pattern
In web applications
- No messes of spaghetti code in applications
 - Reasoning about specific parts of the application in isolation from the other parts
 - Maintenance costs are less
- Each component's internal logic can be managed separately
 - No affecting the other parts of the application
 
 - Self-describing components
- Makes the application easier to understand at a higher level of abstraction
 
 
Constructs
- Usually they live in the HTML template
 - They are linking the view HTML and component code
 - Similar to standard HTML with new symbols:
: property bindings (v-bind) @ event bindings (v-on) {{ }} expressions (interpolation)
 
Routing
Managing state (Pinia)
Refactoring components
Debugging and performance
Embedding Vue.js into existing pages
Deploying your application to production Vue-CLI
- Vite as a replacement for Vue-CLI
- npm run dev
 - npm run build
 - interactive CLI commands:
 
 
press r + enter to restart the server press u + enter to show server url press o + enter to open in browser press c + enter to clear console press q + enter to quit
Scaling your application
- Lighter-weight way (no-build-step usage)
 - TS - vue-tsc instead of just tsc
 - Testing - Vitest rather then Jest; Cypress is preferred
 - More here
 
Helpers
- Official devtools
 - Testing
 - Awesome
 
Exercises
- Simple ftj - discussing app skeleton (index.html, main.js)
- Map the state in data() (main.js)
- add all the properties from designing part
 - use this property below as our main model for now
 jewels: ['ruby','diamond','agate','amber','aquamarine','amethyst','opal','tourmaline','emerald','onyx','pearl','sapphire']
 - Update our main html template with howmManyTries
- Exercise: improve it with dynamic data (index.html)
 - observe it in the browser - use Vue dev-tools
 
 
 - Map the state in data() (main.js)
 - Design the engine of our game - initGame() method
- it should set values for our game properties
 - supposed to randomly choose the jewel ( 
Math.floor((Math.random() * 12) + 1)) - and of course allow to cheat (-'
 - oh, don't forget to spoil(run) it, do it with hook, yeahhh.. let's go meaty-nasty now! (--'
 
 - Describe first jewel in a new paragraph - say "ruby is red"
- use computed property
 - for that let's improve slightly our model:
gems: [ { id:1, jname: 'ruby', jcolor: 'red' }, { id:2, jname: 'diamond', jcolor: '#b9f2ff' }, { id:3, jname: 'agate', jcolor: 'blue' }, { id:4, jname: 'amber', jcolor: 'orange' }, { id:5, jname: 'aquamarine', jcolor: 'aquamarine' }, { id:6, jname: 'amethyst', jcolor: 'violet' }, { id:7, jname: 'opal', jcolor: 'turquoise' }, { id:8, jname: 'tourmaline', jcolor: 'black' }, { id:9, jname: 'emerald', jcolor: 'green' }, { id:10, jname: 'onyx', jcolor: 'gray' }, { id:11, jname: 'pearl', jcolor: '#EAE0C8' }, { id:12, jname: 'sapphire', jcolor: '#2554C7' }, ]
 
 - Communicate The Gamers - win or loose, huh? (---'
- interactive message shown to gamer (Drax the Destroyer)
- first use only one type of directive (&
- Exercise: improve this section with game logic (index.html)
 
 - test it in Vue dev-tools
 - later on, improve it with two different directives (&
 
 - first use only one type of directive (&
 - do same thing, but play hide-and-seek only
- test it in Vue dev-tools
 
 
 - interactive message shown to gamer (Drax the Destroyer)
 - "Fire!! Gather them together, quickly!" - grouping kids (2Kill'em all..), (----'
- Show all the jewels in one view (use 'ul')
 - For each jewel add its length at the end - ruby 4
- ..then divide it by the size of jewels array.. - ruby 0.3333333333333333
 - ..and then round it to integer.. - ruby 1
 - ..and then wrap it with logic: if 1, show ' is long', otherwise show ' is short'.. - ruby is short
 - ..and then - improve it with (...) ?? (small discussion together)
 
 
 - Help the gamer - when the number of tries is 5, Restart game button should become huge (48px)
- add new css class(.gameKiller) and bind it (how?)
 
 - "Bring me some action!" - Sly?
- Restarting the game should re-initialize our state in model
 - Mower the title - when Bloody is hovered, change its background to red..
- do it for only h2 elements - use 
this.$el.querySelector() - Exercise: improve this header with a red background, when hovered (index.html)
 
 - do it for only h2 elements - use 
 
 - "Take me to the battle!" - Arnie?
- Let's finish our engine - Verify button plays the game
 - we need two-way bounds, use proper directive then
 
 - "What about sex, huh?" - Bridget?
- Make sure gamer can add new jewel
- cloning is prohibited.. (no same jewel twice)
 - no ghosts too.. (empty jewel)
 
 - HOMEWORK: separate one gem from the pack and.. kill it! (add Remove button)
 
 - Make sure gamer can add new jewel
 - ?
 
