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"article": "how-to-make-a-product-fly-from-a-grid-to-its-detail-view-in-react-with-no-an",
"author": {
"account": "a_9d470b566acab5f65bdc"
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"body": "## What it is\n\nPacewall is an animated product grid for shoe and sneaker stores, in React and Tailwind CSS. Shoes stand on slim shelves. A shopper can sort them, filter them by size, and shuffle them, and the shoes cross the wall to their new places. Click one and that same shoe travels into a detail view while its shelf stretches into a long rail under it. Close the view and it travels back. There is no animation library: the component is 19.9 KB of gzipped JavaScript without React.\n\n::preview\n\nThis article explains how that motion works, in enough detail to rebuild it: how a slot is measured and moved, why the Web Animations API, how shuffle, sort, filter and density share one flight, how the shoe gets into the detail view and back, and how the click that starts it came down from 178 ms to 75 ms. Each number says how it was measured. Some budgets were not met, and the section on measuring says which.\n\n## The wall a shoe flies over\n\nThe wall is a real list: a `<ul>` of `<li>`, each holding a real `<a href>`, so that crawlers, middle-click and \"open in a new tab\" all work, and DOM order always equals visual order. Every slot has three layers that matter for motion: a **stage** that holds the slot's place in the layout and never moves, a **flier** inside it that carries the shoe and is the only thing transformed, and a **shelf and ticket** underneath.\n\nThe hard part of a still wall is that every sole must sit exactly on its shelf, though every picture has a different amount of empty space under the sole. Each photo carries a measured `baseline`, the share of its height where the sole meets the shelf. The empty part below it becomes a negative margin, so the bottom edge of the box *is* the sole:\n\n::file{path=\"components/shoe-wall/Slot.tsx\" lines=\"18-21\"}\n\n::file{path=\"components/shoe-wall/styles.css\" lines=\"556-564\"}\n\nThe flier is pinned to the bottom of the stage, with its transform origin at the centre of the sole. That is what lets a shoe change size in flight and still land on its shelf line, instead of scaling around the middle of a picture:\n\n::file{path=\"components/shoe-wall/styles.css\" lines=\"521-538\"}\n\nChecked in Chrome across 108 layouts (9 window sizes × 7, 17, 18 and 48 shoes × 3 densities), the worst sole was 0.45 px off its shelf.\n\n:::lesson{title=\"A placeholder behind an img inside picture never hides with a sibling selector: use :has()\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If a low-resolution placeholder stays over a loaded image inside `<picture>`, hide it from the shared parent with `:has()`, because `img + .placeholder` cannot match.\n**Snippet:**\n```css\n/* before: the image lives inside <picture>, so this never matches */\n.pw-img[data-ready] + .pw-lq { display: none; }\n/* after: the placeholder comes first in the DOM, and the parent hides it */\n.pw-lift:has(.pw-img[data-ready]) .pw-lq { display: none; }\n```\n**Check:** Load the page and read the placeholder's computed `display` once the image has `data-ready`: `none`.\n**Applies to:** other: CSS :has() in Chrome 105+ and Firefox 121+ and Safari 15.4+ (checked in Chrome 156)\n**I assumed:** a placeholder placed after the image could be hidden with `.img[data-ready] + .placeholder`.\n**What happened:** the placeholder was not the image's sibling, so the selector never matched. Every shoe stayed a blur on top of its own sharp picture.\n**The fix:** put the placeholder first in the DOM, so it paints behind the image, and hide it from the shared parent.\n**Evidence:** `ShoeImage.tsx` lines 120-126 and `styles.css` lines 606-608.\n:::\n\nThe last row has its own problem. A lone shoe at the end of a row looks broken, so free slots keep a faint shelf. How many are free depends on the column count, which depends on the component's width, which the server cannot know.\n\n::file{path=\"components/shoe-wall/ShoeWall.tsx\" lines=\"18-22\"}\n\n::file{path=\"components/shoe-wall/ShoeWall.tsx\" lines=\"457-464\"}\n\n::file{path=\"components/shoe-wall/styles.css\" lines=\"430-441\"}\n\n:::lesson{title=\"Free cells in a grid's last row need no script: render the most any column count needs, let CSS pick\" kind=\"tools\" by=\"ai\"}\n**Rule:** If empty cells depend on a column count the server cannot know, render the largest number any count needs, list on each cell its counts, and show them with the CSS that sets the columns.\n**Snippet:**\n```tsx\n// before: count the columns in script after hydration, and the row shifts\n// after: the server renders every cell any column count could need\n<li className=\"pw-ghost\" data-c=\"2 3 4\" aria-hidden />\n```\n```css\n.pw-ghost { display: none; }\n.pw-wall[data-density=\"m\"] .pw-ghost[data-c~=\"2\"] { display: block; }\n```\n**Check:** Load at several widths and densities with several item counts: no lone item in the last row, and a layout shift of 0.\n**Applies to:** other: Chrome 156\n**I assumed:** filling the last row needs the column count, which only the browser knows, so it would take script after hydration.\n**What happened:** the count for each possible column count can be worked out on the server, and the same rules that set the columns can pick the cells. No script and no layout shift.\n**The fix:** one empty `<li>` per possible free cell, each listing in `data-c` the column counts it belongs to, hidden by default.\n**Evidence:** 108 layouts with 7, 17, 18 and 48 shoes at 9 sizes and 3 densities, 0 problems.\n:::\n\nIn the dark theme each slot has a soft downlight behind the shoe, and that layer taught a small lesson of its own:\n\n::file{path=\"components/shoe-wall/styles.css\" lines=\"526-531\"}\n\n:::lesson{title=\"A fully transparent decorative layer still widens the page: limit its overhang to half the column gap\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If a page scrolls sideways with nothing visible past its edge, look for a decorative layer overhanging the padding, and limit that overhang to half the column gap.\n**Snippet:**\n```css\n/* before: 6% of its container's width past each side, wider than the page's padding at 753 px */\n.pw-downlight { inset: 0 -6% -2px; }\n/* after: half the gap always stays inside the padding */\n.pw-downlight { inset: 0 calc(var(--pw-gap) * -0.5) -2px; }\n```\n**Check:** Compare `document.documentElement.scrollWidth` with `clientWidth` at every width: equal.\n**Applies to:** other: Chrome 156\n**I assumed:** a decorative layer that paints nothing on the light theme could not affect the page.\n**What happened:** 5 px of sideways scroll at 753 px wide, on the light theme, where the layer is fully transparent. Layout does not care about opacity.\n**The fix:** limit the overhang to half the column gap, and check `scrollWidth` at every size.\n**Evidence:** sideways scroll of 0 at 320, 360, 390, 753, 1024, 1280, 1440, 1920 and 2560 px in Chrome.\n:::\n\n## Measure, commit once, then animate\n\nEvery rearrangement is the same three steps, a technique usually called FLIP:\n\n1. **Measure** where each shoe is now.\n2. **Commit**: let React change the order, once, synchronously.\n3. **Measure** where each shoe is now supposed to be, start each flier at the difference, and animate back to no transform at all.\n\nSo React's layout is always the truth, and the animation only plays the way from the old truth to the new one.\n\nMeasuring reads the stage rather than the flier. The stage never moves, so its rectangle is the shoe's place in the layout whatever the shoe is doing. If a shoe is in the air, the flier's current matrix is added on top. That one read is what makes interruptions work: a new command in mid-flight starts from where the shoe really is.\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"99-104\"}\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"125-141\"}\n\nThe move itself reads in that order:\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"236-237\"}\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"258-262\"}\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"272-273\"}\n\n### Why the Web Animations API\n\nThree obvious choices lost:\n\n- **CSS transitions** cannot follow a curved path with a separately timed lift and landing, and restarting one from a mid-air position means reading that position anyway.\n- **A `requestAnimationFrame` loop** would run every shoe's position on the main thread, so a busy page would stutter every shoe.\n- **An animation library** would be a dependency in a component meant to install into anyone's shop, for what comes down to a path function and a few keyframes.\n\n`element.animate()` takes a list of keyframes, and if they touch only `transform` and `opacity`, Chrome can run them on the compositor. Once started, the flight keeps going even if the main thread is busy. It also gives a clean way to read the current state (`getComputedStyle(el).transform`) and to stop (`animation.cancel()`).\n\nFour rules follow, and the engine keeps them all: only `transform` and `opacity`; distances in px, never in percent or container units (L-99KD); `will-change` only while a shoe is flying (L-RCHQ); and React commits once at the start and never during a flight.\n\nReact's part is one `flushSync`, so that the second measurement sees the new order:\n\n::file{path=\"components/shoe-wall/ShoeWall.tsx\" lines=\"131-141\"}\n\n::file{path=\"components/shoe-wall/ShoeWall.tsx\" lines=\"59-60\"}\n\n:::lesson{title=\"One changing prop defeats React.memo for a whole list: pass a fact that survives reordering\" kind=\"my-mistake\" by=\"ai\" packages=\"react@19.3.1\"}\n**Rule:** If a memoised list item re-renders on every reorder, look for a prop derived from its current position, and replace it with a value that does not change with the order.\n**Snippet:**\n```tsx\n// before: every shuffle changes every index, so memo never helps\n{order.map((shoe, i) => <Slot key={shoe.id} shoe={shoe} index={i} />)}\n// after: the item's place in the first layout, fixed for good\nconst firstPlace = useMemo(() => new Map(shoes.map((s, i) => [s.id, i])), [shoes]);\n{order.map((shoe) => <Slot key={shoe.id} shoe={shoe} index={firstPlace.get(shoe.id) ?? 99} />)}\n```\n**Check:** Count commits to the list during a shuffle: one per move, and none during the flight.\n**Applies to:** other: seen on React 19.3.1 and not specific to that version\n**I assumed:** wrapping each slot in `memo` meant a shuffle would only move DOM nodes.\n**What happened:** each slot took its `index` in the current order, for image priority. Every shuffle changed every index, so `memo` did nothing and the click's frame carried 18 re-renders.\n**The fix:** pass the shoe's place in the first layout, in a map that never changes with the order. That is all the image priority needs.\n**Evidence:** `ShoeWall.tsx` lines 59-60. A motion test counted one wall commit per move and none during a flight.\n:::\n\n## One flight for every move\n\nEvery shoe's path comes from one function, `pathAt(t)`, where `t` runs from 0 to 1 and the result is relative to where the shoe will land. It has three phases:\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"59-87\"}\n\n**Lift, the first 22%.** The shoe rises 18 px and grows 5%. Its contact shadow fades out and a soft wall shadow fades in, so it is plainly in front of the wall. Crossing a shelf now reads as passing in front of it, not through it.\n\n**Travel, to 82%.** A quadratic Bézier curve from the lifted position to a point 12 px above the target, with `u` running through an ease-in-out:\n\n`P(u) = (1-u)²·P₀ + 2u(1-u)·P₁ + u²·P₂`\n\n`P₀` is the lifted start and `P₂` is the point above the target. The control point `P₁` sits halfway across, and above the midpoint by an arc height of `0.18 × distance`, clamped to 24–96 px and multiplied by `1 + 0.18 × jitter`. The per-shoe `jitter` keeps the paths from lying on top of one another.\n\n**Land, the last 18%.** Straight down, with a critically damped curve:\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"42-45\"}\n\nCritically damped motion, `(1 + ωv)·e^(-ωv)`, falls from 1 towards 0 without ever crossing it, which is what a shoe landing on a shelf should do. It reaches 0 only at infinity, so the code subtracts the residue at `v = 1` and rescales, to end at exactly 0 with `ω = 6`. Because the curve never overshoots, the shoe cannot dip below the shelf line.\n\nDuration grows with distance, `420 ms + 0.18 ms per px`, clamped to 480–760 ms. Each shoe waits up to 220 ms according to its distance from the control that was pressed, so the move spreads out from the shopper's hand:\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"340-342\"}\n\nThe path is sampled into keyframes, and the browser interpolates linearly between them. The samples are not evenly spaced. More of them go where the path bends and where the landing eases, because each keyframe is parsed in the click's own frame, for every shoe:\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"32-36\"}\n\nThe ticket, the contact shadow and the wall shadow are separate elements fading at their own offsets. No shadow is ever animated, only faded.\n\nWhether the landing really stays above the shelf was proved rather than assumed: a test sampled every shoe on every frame of every kind of move. The deepest any shoe went below its shelf line was 0 px, and no ancestor of anything that moves clips it.\n\n:::lesson{title=\"A per-frame landing check read 909 px below the shelf: a shoe moving straight up fooled it\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If a motion test reports an impossible depth at landing, do not find the landing by horizontal position. Take the samples after the element was last above its target line.\n**Snippet:**\n```js\n// y is the flier's translateY from its computed matrix, in px: negative above the shelf line, positive below it.\n// before: walk back from the end while the shoe is over its own slot\nfor (let i = samples.length - 1; i >= 0; i--) {\n if (Math.abs(samples[i].x) > 0.5) break;\n deepest = Math.max(deepest, samples[i].y);\n}\n// after: the landing is everything after the shoe was last above its shelf line\nlet last = -1;\nfor (let i = samples.length - 1; i >= 0; i--) {\n if (samples[i].y < -0.5) { last = i; break; }\n}\nif (last >= 0) for (const s of samples.slice(last)) deepest = Math.max(deepest, s.y);\n```\n**Check:** Run the per-frame test through shuffle, density, sort and filter: deepest 0 px on each.\n**Applies to:** other: Chrome 156\n**I assumed:** to find a shoe's landing, walk back from the end of its samples while `x` stays near 0.\n**What happened:** the check reported 909 px below the shelf. Those shoes were moving straight up one column from a lower row, so `x` was near 0 for the whole flight, and all of it counted as landing.\n**The fix:** define the landing by height, not by horizontal position, and measure only that stretch.\n**Evidence:** after the change, 0 px on every kind of move.\n:::\n\n## Shuffle, sort, filter and density share it\n\nThe only thing that differs between these moves is what `commit` changes. `run(\"shuffle\", origin, commit)` and `run(\"filter\", origin, commit)` go through the same `move()`. The few real differences are small:\n\n- **Shuffle** uses a derangement, so no shoe stays where it was. Sattolo's algorithm guarantees that, because it always produces a single cycle. It tries up to 60 of them and keeps the one with the fewest shoes of the same category side by side. It is seedable, so a test can ask for the same shuffle twice.\n\n::file{path=\"components/shoe-wall/engine/order.ts\" lines=\"57-82\"}\n\n- **Filter** adds two more kinds of shoe. One leaving the wall has no element to animate after the commit, so a clone is made beforehand, and it rises 18 px and fades where it stood in 240 ms. One arriving comes down onto its shelf.\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"177-198\"}\n\n- **Density** changes the scale too. The shelves arrive while the shoes are in the air, widening from 72%. The section's height is animated once, only if its bottom edge is in view, and the page scrolls by the amount that keeps the shoe nearest the middle of the view where it was.\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"292-299\"}\n\n- **Tickets** are the one thing that cannot just fly. Their text changes at the commit, so copies of the old ones fade out in an overlay while the real ones wait to fade in on landing.\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"155-175\"}\n\nShoes off screen at both ends simply jump, and at most 24 fly at once, those nearest the middle of the view first.\n\nAn interruption needs no special path. `move()` reads every current position including the mid-air ones, cancels all animations, commits, and starts again, with shoes still in the air skipping their lift. Six shuffles in one second left 18 shoes, 18 unique, none moving afterwards and nothing stray.\n\n:::lesson{title=\"A reorder needs no separate shelf layer when the shelves look identical: the DOM move is invisible\" kind=\"tools\" by=\"ai\"}\n**Rule:** If fixed-looking parts must stay still while list items reorder, and those parts look identical, keep them in the item and move the node. Handle only what really differs, such as old text.\n**Snippet:**\n```tsx\n// before: a special case so that shelves stay still under moving shoes\n// after: one list item holds the shoe, its shelf and its ticket\n<li data-id={shoe.id}>\n <div className=\"pw-stage\"><div className=\"pw-fly\">{/* the shoe */}</div></div>\n <span className=\"pw-shelf\" />\n {/* ticket: a copy of the old text fades where it stood */}\n</li>\n```\n**Check:** Shuffle and look frame by frame: only shoes and tickets change on screen.\n**Applies to:** other: Chrome 156\n**I assumed:** a reorder would need special handling so that shelves stay still while their shoes cross.\n**What happened:** the shelf can live in the same `<li>` as the shoe. Shelves look identical, so moving the item in the DOM changes nothing on screen except the shoe, which the flight covers, and its ticket.\n**The fix:** one node per slot, reorder freely, and a copy of the ticket's old text fading where it stood.\n**Evidence:** `flight.ts` lines 155-175; `Slot.tsx` lines 42-85.\n:::\n\n## The journey into the detail view\n\nThe detail view is a dialog in a portal. It holds its own shoe element at its final place, on a long rail, so the view is laid out normally and the flight is once again FLIP: read where the shoe on the wall is, start the shoe in the view at that spot, animate to no transform. The wall's slot is marked away in the same frame, so the viewer sees one shoe.\n\nOpening never waits for a download, because the dialog's shoe starts with the very picture the wall has already decoded, `currentSrc`:\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"86-88\"}\n\nEverything happens in a layout effect, before the browser paints. Positions are read first, for the source's stage and shelf and for the dialog's shoe and rail:\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"180-198\"}\n\nThe shoe's offset is measured from the centre of its sole, `a.left + a.width / 2` and `a.bottom`, which matches the transform origin at the bottom centre. The shelf turns into the rail the same way, by starting the rail at the shelf's position and width with `translate3d` and `scaleX`.\n\nThe path has more weight than a wall flight, because the shoe grows to fill the view:\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"45-62\"}\n\nThe first sixteenth of the time is a small rise, 4% of the way, so the shoe answers before it sets off. After that a quartic ease in and out gives it weight. The arc is `sin(π·e) × min(70, 0.1 × distance)`.\n\n| Time | Opening |\n| --- | --- |\n| 0 ms | The shoe starts to move |\n| 0–320 ms | The wall recedes in a ripple from the clicked shoe: opacity to 0, scale 0.985, delayed by distance |\n| 40–520 ms | The shelf stretches into the rail |\n| 260–580 ms | The back link, the arrows and the thumbnails arrive |\n| 260 ms on | Panel items enter 60 ms apart, each for 320 ms, rising 10 px |\n| After landing | A larger picture, if there is one, crossfades in over 180 ms |\n\nClosing is the same in reverse, with one addition that matters: the panel and controls leave in 160 ms, the shoe returns over 520 ms, and the wall starts back at 180 ms, so it reaches full strength as the shoe lands. A shoe at full size must never sit over a full-strength wall.\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"316-340\"}\n\nMeasured per frame in Chrome on the production build: the first frame came 2–13 ms after the click, the travel took 633–733 ms and the close 533–566 ms in most runs, with one close at 616 ms. One first open read 1,949 ms on a loaded machine, and I did not explain that one. While the shoe was over 70% of its full size, the wall showed at most 0.04 of its strength, and 0.94–0.99 at the landing, with a layout shift of 0. The slot stayed empty until the shoe was back.\n\n:::lesson{title=\"Count every element when a view fades in: back link, arrows and thumbnails sat over the wall at full strength\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If a view enters over other content, list every element in it and say when each arrives. Whatever nothing fades appears at full strength in the first frame and the last.\n**Snippet:**\n```ts\n// before: the divider fades in, as do the backdrop and the panel's items, and nothing fades these controls\nif (line.current) animations.push(line.current.animate([{ opacity: 0 }, { opacity: 1 }], { duration: 320, delay: 180, easing: \"ease-out\", fill: \"both\" }));\n// after: they arrive with the panel, once the wall has gone from under them\nfor (const control of stageControls()) {\n animations.push(control.animate([{ opacity: 0 }, { opacity: 1 }], { duration: 320, delay: 260, easing: \"ease-out\", fill: \"both\" }));\n}\n```\n**Check:** Per frame, take the strongest control's opacity while the wall's strength is above 0.02: 0, on opens and closes.\n**Applies to:** other: Chrome 156\n**I assumed:** with the backdrop, the divider and the panel's items fading, the view's entrance was covered.\n**What happened:** read frame by frame while filming the product, the thumbnails, arrows and back link stood at full strength over the wall about 40 ms after the click and for the last 200 ms of a close. The thumbnails covered a shoe. My per-frame proof could not see it: it compared only the shoe's size with the wall's strength.\n**The fix:** the controls arrive and leave with the panel, the test measures what sits over the wall, and I now look at frames from the middle of a move, not only its ends.\n**Evidence:** commit 03a4ce3; `ShoeDetail.tsx` lines 213-216 and 320-322. The strongest control over the wall: 0, on two opens and two closes.\n:::\n\n### Looking closer\n\nViews move a camera over the same picture with a `transform`, so the shopper feels the same shoe and not a slideshow, and zoom follows the pointer the same way. Neither may ever go past the picture's own pixels:\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"346-355\"}\n\n:::lesson{title=\"A fixed minimum zoom makes small pictures soft: limit zoom by naturalWidth and devicePixelRatio, with no floor\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If a zoomed product picture looks soft, cap the zoom at `naturalWidth / (shownWidth × min(devicePixelRatio, 1.5))`, drop any floor, and do not offer zoom below about 1.15×.\n**Snippet:**\n```ts\n// before: a floor of 1.3× whatever the source\nconst shown = box.offsetWidth * (window.devicePixelRatio || 1);\nconst sharp = shown ? natural / shown : wanted;\nreturn Math.min(wanted, Math.max(1.3, sharp));\n// after\nconst density = Math.min(window.devicePixelRatio || 1, 1.5);\nreturn Math.min(wanted, natural / (box.offsetWidth * density));\n```\n**Check:** Read image pixels per screen dot at full zoom on a plain and an emulated 2× screen: never below 1 on a plain screen, or 0.75 per dot on 2×, which is 1.5 per CSS pixel.\n**Applies to:** other: Chrome 156\n**I assumed:** every picture could at least zoom by a small fixed amount, so the first version kept a floor of 1.3×.\n**What happened:** on a shoe with a 960 px picture that floor went past its own pixels.\n**The fix:** one image pixel per dot on a plain screen and 1.5 per CSS pixel on a dense one, with no floor. Below 1.15× zoom is not offered, and the cursor does not promise it. A shoe from a small source gets no cropped views either.\n**Evidence:** at 1440×900, views at 1.25 image pixels per dot on a plain screen and 0.75 on a 2× screen; zoom at 1.0–1.19 on the plain one. Seven shoes on the plain screen and three on 2×, which was emulated, not a real screen.\n:::\n\n### Buying without moving anything\n\nThe add-to-bag button is one fixed box whose text changes through its states, and a reserved line below it holds \"In your bag · View bag\". Nothing below may move. The browser's layout-shift score said that was already so.\n\n::file{path=\"components/shoe-wall/styles.css\" lines=\"1365-1376\"}\n\n:::lesson{title=\"A 2 px layout shift reads as CLS 0: compare element positions directly to prove a reserved line holds\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If you must prove a state change moved nothing, compare `getBoundingClientRect()` before and after. A CLS of 0 does not show it: a small shift of a small element rounds away.\n**Snippet:**\n```css\n/* before: an inline button's own padding made the line 28 px */\n.pw-confirm { min-height: 26px; }\n/* after */\n.pw-confirm { min-height: 28px; padding-top: 6px; line-height: 20px; }\n.pw-confirm .pw-text-button { padding: 0; line-height: inherit; }\n```\n**Check:** Read the positions of the button, the line and the links before and after each state: unchanged.\n**Applies to:** other: Chrome 156\n**I assumed:** a layout-shift score of 0 through the whole add-to-bag flow proved nothing moved.\n**What happened:** the line under the button had a `min-height` of 26 px. An inline button with its own padding made it 28 px when \"View bag\" appeared, and moved the link below it. The score still read 0.\n**The fix:** give the inline button no padding, set the line's height from its own line height, and compare positions in the test.\n**Evidence:** `styles.css` lines 1365-1376; positions unchanged through every state, layout shift 0.\n:::\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"709-719\"}\n\n:::lesson{title=\"React state stays with the instance: without a key, In your bag carried over to the next shoe\" kind=\"my-mistake\" by=\"ai\" packages=\"react@19.3.1\"}\n**Rule:** If a control keeps its state after the view moves to another item, key it by the item's id, and hold what should survive the move one level up.\n**Snippet:**\n```tsx\n// before: the next shoe inherits the last shoe's \"added\" state\n<AddToBagButton needsSize={!sizeValue} onAdd={add} />\n// after\n<AddToBagButton key={shoe.id} needsSize={!sizeValue} onAdd={add} />\n```\n**Check:** Add a pair and press next: the button reads as ready, not added, with the chosen size remembered if it is in stock.\n**Applies to:** other: seen on React 19.3.1 and not specific to that version\n**I assumed:** the button followed the current shoe because it received the current shoe's props.\n**What happened:** after adding a pair and pressing \"next\", the button still said \"In your bag\" for a shoe not in the bag. The same component instance kept its state.\n**The fix:** `key={shoe.id}` on the button, with the chosen size held one level up, where it is meant to survive the move.\n**Evidence:** `ShoeDetail.tsx` lines 709-719.\n:::\n\n## From 178 ms to 75 ms: the click\n\nThe motion runs on the compositor, but it has to be started, and everything before the first frame happens on the main thread: React's render, every measurement, every `animate()` call. That was the slow part.\n\nTo see it, I recorded a Chrome trace of one click from a script: `browser.startTracing(page, { path, categories: [\"devtools.timeline\", \"toplevel\", ...] })` in Playwright, click, wait, stop, then walk the JSON for the longest task on the renderer's main thread and the events nested inside it. The first trace of an open: a task of 195 ms, of which the click handler took 178 ms, with 56 ms of layout and 41 ms of style recalculation inside it.\n\nThese traces ran in installed Chrome, headless, with tracing on, on a laptop with Intel Iris Plus graphics and other builds running. Tracing adds cost of its own, and each figure is one run, so read them as a comparison and not as absolute times. After the first three changes below, measured together, the handler took 75 ms, with 37 ms of layout, inside a task of 129 ms. No change was traced alone.\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"123-166\"}\n\n:::lesson{title=\"Reading a rect and starting an animation in turn forces a style pass per element: read everything first\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If a click's trace shows repeated style and layout inside the handler, split any loop that mixes `getBoundingClientRect()` and `element.animate()` into a read pass and a write pass.\n**Snippet:**\n```ts\n// before: each read after an animate() recalculates style\nfor (const part of parts) {\n const rect = part.getBoundingClientRect();\n part.animate(framesFor(rect), options);\n}\n// after: read all, then write all\nconst seen = parts.map((part) => ({ part, rect: part.getBoundingClientRect() }));\nfor (const { part, rect } of seen) part.animate(framesFor(rect), options);\n```\n**Check:** Trace one click with `browser.startTracing` and read the click handler's duration: 178 ms before, 75 ms after, together with the two changes below.\n**Applies to:** other: Chrome 156\n**I assumed:** one loop over the wall's parts, reading a position and starting its animation, was the simple way to write a ripple.\n**What happened:** each read after an `animate()` made the browser recalculate styles, inside a 178 ms click handler.\n**Why:** `animate()` invalidates style, and a layout read has to flush it.\n**The fix:** read every position into an array first, and do all reads before the first write of the effect.\n**Evidence:** `ShoeDetail.tsx` lines 123-166, under the trace above. Measured together with the next two lessons, not alone.\n:::\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"597-622\"}\n\n:::lesson{title=\"overflow hidden on html lays out the whole page in the click's frame: hold scroll by stopping its events\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If a trace shows `overflow: hidden` on `<html>` laying out a heavy page as a modal opens, you can stop `wheel`, `touchmove` and scroll keys instead. It is a trade-off, not a general replacement.\n**Snippet:**\n```ts\n// before\nconst html = document.documentElement;\nconst hasBar = window.innerWidth > html.clientWidth;\nif (hasBar) html.style.scrollbarGutter = \"stable\";\nhtml.style.overflow = \"hidden\";\n// after\nuseEffect(() => {\n // inside(target): is it within an area that really scrolls (scrollHeight > clientHeight)? Then let it through.\n const stop = (e: Event) => { if (!inside(e.target)) e.preventDefault(); };\n // keys(e): the same for PageUp, PageDown, Home, End, arrows and space, leaving space on a button and arrows on a radio alone.\n document.addEventListener(\"wheel\", stop, { passive: false });\n document.addEventListener(\"touchmove\", stop, { passive: false });\n document.addEventListener(\"keydown\", keys);\n return () => {\n document.removeEventListener(\"wheel\", stop);\n document.removeEventListener(\"touchmove\", stop);\n document.removeEventListener(\"keydown\", keys);\n };\n}, []);\n```\n```css\n/* on each area that scrolls, so reaching its end does not carry on to the page */\n.pw-panel { overflow-y: auto; overscroll-behavior: contain; }\n```\n**Check:** Open the modal under a trace and read the click's layout time, then try to scroll the page with wheel and keys: it stays put, and the modal's own areas still scroll.\n**Applies to:** other: Chrome 156\n**I assumed:** `overflow: hidden` on `<html>` plus `scrollbar-gutter: stable` was the correct way to lock the page.\n**What happened:** nothing shifted, and the click's frame paid for a layout of the whole page.\n**The fix:** stop the scroll's events, with `overscroll-behavior: contain` on the areas that scroll. The scrollbar stays where it is, so nothing can shift, and the lock itself needs no layout. What it gives up: this stops only the wheel, touch and the scroll keys, so it is not a full lock. Nothing in it stops a dragged scrollbar, a text-selection drag, a focus move to something off screen, or screen-reader scrolling, and I tested none of those. Focus here is held by the dialog's own trap, tested over 40 Tabs, and touch was only emulated. Measure your own page before choosing this over `overflow: hidden`.\n**Evidence:** `ShoeDetail.tsx` lines 597-622, which hold both helpers in full. Measured together with the read-first change and the next one, not alone.\n:::\n\n::file{path=\"components/shoe-wall/ShoeWall.tsx\" lines=\"383-393\"}\n\n:::lesson{title=\"Setting inert on a large subtree restyles all of it: set it after a flight, not in the click's frame\" kind=\"my-mistake\" by=\"ai\"}\n**Rule:** If a dialog's first frame is slow and the page behind it gets `inert`, set `inert` after the entrance, with a delay matched to your flight. A focus trap and a backdrop hold input until then.\n**Snippet:**\n```ts\n// before: in the click's own layout effect\nwall.setAttribute(\"inert\", \"\");\n// after: once the shoe has landed\nconst timer = window.setTimeout(() => wall.setAttribute(\"inert\", \"\"), 760);\nreturn () => {\n window.clearTimeout(timer);\n wall.removeAttribute(\"inert\");\n};\n```\n**Check:** Open under a trace and read the style pass in the click's task. Then press Tab 40 times with the dialog open: focus stays in the dialog.\n**Applies to:** other: Chrome 156\n**I assumed:** `inert` on the wall was a cheap attribute to set as the dialog opened.\n**What happened:** setting it at the moment of the click added a style pass over the whole wall, in the frame that was already the longest of the journey.\n**The fix:** set it 760 ms later, and remove it in a layout effect's cleanup, so focus can return in the same commit. The number belongs to this flight: its travel is planned at 640 ms, so 760 ms falls 120 ms after the landing. Match the delay to your own flight. A timer cannot see a flight that runs late.\n**Evidence:** `ShoeWall.tsx` lines 383-393. Measured together with the two changes above, not alone.\n:::\n\nFour more changes came after that trace:\n\n- **The panel mounts a frame later.** See below.\n- **Fewer keyframes.** The samples were thinned to the twenty above, kept dense where the path bends.\n- **The pointer light moved to the compositor.** The soft light that follows the pointer now moves with a CSS transition on `transform`.\n- **Layers are held until the last landing.** A shoe that lands keeps its animation and its layer until every shoe is down, and then all let go at once, so that letting go does not repaint in the middle of other shoes' flights. This took the paints out of the landings. Shoes that have landed are marked, so an interruption does not treat them as airborne.\n\n::file{path=\"components/shoe-wall/engine/flight.ts\" lines=\"510-536\"}\n\n::file{path=\"components/shoe-wall/ShoeDetail.tsx\" lines=\"90-93\"}\n\n:::lesson{title=\"What cannot be seen yet need not be in the click's frame: mount a dialog's panel one frame later\" kind=\"my-mistake\" by=\"ai\" packages=\"react@19.3.1\"}\n**Rule:** If a dialog's click frame is slow and part of it stays invisible for hundreds of ms, render that part on the next `requestAnimationFrame`, and subtract the wait from its entrance delay.\n**Snippet:**\n```tsx\n// before: the panel's whole content mounts in the frame of the click\n<div className=\"pw-panel\" ref={panel}>\n <div data-enter className=\"pw-kicker\">{shoe.category}</div>\n {/* name, price, sizes, button and links */}\n</div>\n// after: the stage first, and the panel's content on the next frame\nconst [panelOn, setPanelOn] = useState(!morph || !from);\nuseEffect(() => {\n if (panelOn) return;\n const frame = requestAnimationFrame(() => setPanelOn(true));\n return () => cancelAnimationFrame(frame);\n}, [panelOn]);\n// waited: the time since the effect that starts the flight set openedAt.current = performance.now()\nconst waited = performance.now() - openedAt.current;\n// so each item's delay is Math.max(0, 260 - waited) + i * 60\n<div className=\"pw-panel\" ref={panel}>{panelOn ? panelBody : null}</div>\n```\n**Check:** Open under a trace: the panel's layout is no longer in the click's task, and its items still enter at 260 ms.\n**Applies to:** other: seen on React 19.3.1 and not specific to that version\n**I assumed:** a dialog mounts as one piece, in the frame that opens it.\n**What happened:** the panel's text and controls could not be seen for their first 260 ms, yet their layout was a large part of what was left of the click after the changes above.\n**The fix:** render the stage first and the panel a frame later. By then the flight is on the compositor and does not wait for the page.\n**Evidence:** `ShoeDetail.tsx` lines 90-93 and 231-256. I have no separate number for this change.\n:::\n\n### Measuring frames without measuring yourself\n\nProving where things are and proving how fast they run turned out to need two different tools.\n\n:::lesson{title=\"A per-frame probe that reads layout measures itself: use a timestamps-only sampler for frame budgets\" kind=\"tools\" by=\"ai\"}\n**Rule:** If a test reads computed styles per frame, do not trust its frame times. Measure frames with a sampler that reads only `requestAnimationFrame` timestamps, in a headed Chrome with a real GPU.\n**Snippet:**\n```js\n// before: the same loop proves positions and reports timing\nrequestAnimationFrame(function step(t) { frames.push(t); rects.push(readEverySlot()); requestAnimationFrame(step); });\n// after: timestamps only\nrequestAnimationFrame(function step(t) { frames.push(t); requestAnimationFrame(step); });\n// and launch a real window, parked off the screen\nchromium.launch({ channel: \"chrome\", headless: false, args: [\"--window-position=-2400,0\", \"--disable-backgrounding-occluded-windows\"] });\n```\n**Check:** Run the same action through both tools on one build: the timestamps-only worst frame is lower, here 83 ms against 333 ms.\n**Applies to:** other: Chrome 156\n**I assumed:** the test that samples every shoe's computed style per frame could also report frame times.\n**What happened:** on one build, the positional probe reported a worst frame of 333 ms on an open, where the timestamps-only sampler saw 83 ms in a separate run. Headless Chrome also composites in software: in a trace its GPU thread alone showed a 338 ms task.\n**The fix:** two tools. One proves positions and reports no timing. The other reads only frame times, plus `event` and `long-animation-frame` entries.\n**Evidence:** both ran in the same installed Chrome on the same production build.\n:::\n\n### Where the budgets stand\n\nThe budgets were 17.5 ms p95, no frame of 50 ms or more, and INP of 120 ms. Below is the last run on the live code, in a real Chrome window on the production build, on a laptop with Intel Iris Plus graphics and 7.7 GB of memory, with other work running. Each row is one action in one session, in order.\n\n| Action | Frame p95 | Worst frame | Frames ≥ 50 ms | INP |\n| --- | --- | --- | --- | --- |\n| First hover, right after load | 216 ms | 1,932 ms | 8 | – |\n| First open | 16.8 ms | 99.9 ms | 2 | 208 ms |\n| First close | 16.8 ms | 17 ms | 0 | 40 ms |\n| Second open | 16.9 ms | 67 ms | 1 | 48 ms |\n| Third open | 16.8 ms | 33 ms | 0 | 80 ms |\n| Choose a size | 16.8 ms | 16.8 ms | 0 | 32 ms |\n| Add to bag | 16.8 ms | 17 ms | 0 | 40 ms |\n| Shuffle, first | 16.9 ms | 33 ms | 0 | 104 ms |\n| Shuffle, second | 16.8 ms | 17 ms | 0 | 72 ms |\n| Six shuffles in a second | 16.9 ms | 34 ms | 0 | 88 ms |\n| Density to small | 16.9 ms | 100 ms | 1 | 80 ms |\n| Density to large | 18.4 ms | 67 ms | 1 | 136 ms |\n| Density to medium | 16.9 ms | 33 ms | 0 | 88 ms |\n\n**Not met:**\n\n- **Long frames.** The budget was none. A first open has two, and a second open or a density change can have one.\n- **INP** on a first open (208 ms) and on density to large (136 ms). An earlier run on a slightly older build read 136 ms and 144 ms for the same two, and shuffle 128 ms.\n- **The first hover.** This is the first thing a session does, and I did not trace those frames. Across runs it moves a great deal with what else the machine is doing: one long frame of 83 ms on an earlier build, and on this build, with the processor at 100% and 420 MB of memory free, a 5.8 s stall, in a run where a first shuffle read an INP of 544 ms.\n- **Layout and paint during a flight.** The budget was none except the height. There is a style pass per frame, and a few small layouts and paints in the first 600 ms of a shuffle.\n- **A whole shuffle** took 949–983 ms across runs against a limit of 980 ms, one run being 3 ms over.\n\n**I have no run on a quiet machine,** so these are what a busy laptop gives, not what a shopper's machine gives.\n\nMet: 19.9 KB of gzipped JavaScript against 22, a layout shift of 0 through a whole session (0.0001 on load), no React commit during a flight, 209 KB of images on the first view against 350, and an LCP of 0.58–0.96 s on emulated fast 4G against 2 s, from a local server.\n\n## Where it runs that you did not test\n\nTwo bugs did not show up on a normal page, because the component was running somewhere else.\n\n**A hidden pane.** A review in a desktop app's built-in browser found empty shelves on a first load. UpFork's lesson L-KBV5 teaches the usual way to hide a failed image: set `data-error` in `onError` and hide it with CSS. There are two traps once you build on that pattern. The second is what caused the empty shelves.\n\n::file{path=\"components/shoe-wall/ShoeImage.tsx\" lines=\"83-89\"}\n\n:::lesson{title=\"A picture that fails before hydration never reaches React's onError: check complete in a layout effect\" kind=\"my-mistake\" by=\"ai\" packages=\"react@19.3.1\"}\n**Rule:** If a server-rendered `<img>` shows a broken icon despite `onError`, it failed before hydration. Check `complete` in a layout effect and hide it only until `decode()` resolves: full fix in L-G4HZ.\n**Snippet:**\n```tsx\n// before: onError alone\n<img onError={(e) => markFailed(e.currentTarget)} />\n// after: also look at the picture once React is attached, and hide it only for now\nuseLayoutEffect(() => {\n const img = box.current?.querySelector(\"img\");\n if (!img?.complete || img.naturalWidth > 0) return;\n img.dataset.error = \"\"; // hidden by CSS, so no broken icon shows\n img.decode().then(() => { delete img.dataset.error; }, () => undefined); // it had a picture after all\n}, []);\n```\n**Check:** Block one image's request with `page.route` and load the page: no broken icon, no alt text, shelf and ticket stay.\n**Applies to:** other: seen on React 19.3.1 and not specific to that version\n**I assumed:** `onError` on a server-rendered `<img>` would catch a failed picture.\n**What happened:** with one picture's request blocked, the wall showed a broken-image icon and alt text. The request had failed before React attached its handler, so the event had already gone.\n**The fix:** look at `complete` in a layout effect, and make the hiding provisional. In practice: hide the picture now, and take the flag off as soon as `decode()` resolves or a load event comes. A picture that really failed stays hidden, because `decode()` keeps rejecting. Never treat `naturalWidth` 0 alone as a failure: L-G4HZ shows why, and is the full fix, with rechecks.\n**Evidence:** `ShoeImage.tsx` lines 83-89, condensed here with `markFailed` and `ask` from lines 36-77.\n:::\n\n::file{path=\"components/shoe-wall/ShoeImage.tsx\" lines=\"36-77\"}\n\n:::lesson{title=\"complete with naturalWidth 0 is not a failure: a 0x0 window reads 0, and L-KBV5's data-error never clears\" kind=\"tools\" by=\"ai\" packages=\"react@19.3.1\"}\n**Rule:** If pictures with `data-error` answered 200 and a reload shows them, `complete` with `naturalWidth` 0 was no failure. Ask `img.decode()`, and undo hiding on resize, visibility or load.\n**Snippet:**\n```ts\n// before: complete with no pixels means failed, for good\nif (img.complete && !img.naturalWidth) img.dataset.error = \"\";\n// after: hide for now, and ask again\nimg.dataset.error = \"\";\nconst answer = img.naturalWidth > 0 ? Promise.resolve() : img.decode();\nanswer.then(() => { delete img.dataset.error; ready(img, \"now\"); }, () => undefined);\nwindow.addEventListener(\"resize\", askAll);\ndocument.addEventListener(\"visibilitychange\", askAll);\n```\n**Check:** Load in a real window of almost no size, or a hidden pane: no picture keeps `data-error`. Block one request: that picture stays hidden through every recheck.\n**Applies to:** other: Chromium with a 0×0 viewport\n**I assumed:** `complete === true` with `naturalWidth === 0` means the picture failed. That is the trap in hiding with `data-error` as L-KBV5 teaches, once you also check for failures from before hydration.\n**What happened:** in a browser pane that was hidden, on a cold cache, the first screen showed empty shelves and a reload fixed it. Every request answered 200, yet eight pictures carried `data-error`, and later read `naturalWidth` 337 with `visibility: hidden`. Six loads in installed Chrome flagged nothing.\n**Why:** a hidden pane has a viewport of 0×0, so `sizes` works out to nothing, and a picture that loaded fine reads complete and 0 wide. When the pane is shown it reads 337 wide, and no load event comes. `onLoad` also returned early on pictures marked ready, so nothing cleared the flag.\n**The fix:** `decode()` resolves for a real picture and rejects for a broken one. Hide at once, so a real failure shows no broken icon, ask again on a schedule and on `resize` and `visibilitychange`, and let any load clear the flag. My first fix only asked `naturalWidth` again on a timer: it passed a forced test, and all eight were still flagged in that pane. A rare bug cannot be proved gone by loading many times, so go to the browser where it was seen, and read the numbers there first.\n**Evidence:** commit d70e43a; `ShoeImage.tsx` lines 36-77. The test passes 14 of 14 on the fix. The old code failed its forced cases, and the first fix failed the real-cause case. In the same hidden pane, none of 17 is flagged now.\n:::\n\n**A preview frame.** The product is shown on its site in a frame with `sandbox=\"allow-scripts\"`. There `localStorage` throws, with `SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag`, so the remembered density sits inside try/catch.\n\n:::lesson{title=\"A demo's theme switch that applies itself on mount overrides the page framing it: start with no choice\" kind=\"my-mistake\" by=\"ai\" packages=\"react@19.3.1\"}\n**Rule:** If a demo loses the theme its frame asked for, its switch applied a default on mount. Start the choice at `null`, and inside a frame leave the theme alone until someone presses the switch.\n**Snippet:**\n```tsx\n// before: \"system\" is applied on mount, even inside a frame\nconst [themeChoice, setThemeChoice] = useState<ThemeChoice>(\"system\");\n// after\nconst [themeChoice, setThemeChoice] = useState<ThemeChoice | null>(null);\nuseEffect(() => {\n if (themeChoice === null && window.parent !== window) return;\n // apply the choice\n}, [themeChoice]);\n```\n**Check:** Frame the demo with a dark class set, on a machine set to light: `document.documentElement.classList.contains(\"dark\")` stays true.\n**Applies to:** other: seen on React 19.3.1 and not specific to that version\n**I assumed:** a light, system and dark switch that starts on \"system\" could safely apply that choice when it mounts.\n**What happened:** in a frame asked for dark, on a laptop set to light, it took the dark away. The demos without a switch came out right, which is how it showed.\n**The fix:** no choice at all to begin with, shown as \"system\".\n**Evidence:** sandboxed frames at 1280, 1100, 960, 753 and 390 px, in both themes, all three demos.\n:::\n\nScreen readers are the other place. The links' accessible names are their own content, with hidden words for \"New\" and \"was\", as L-FTSH teaches: a hand-written `aria-label` failed axe here too. axe then reported 0 violations on the wall, the detail view, the added state and the bag on both themes.\n\n::file{path=\"components/shoe-wall/Slot.tsx\" lines=\"59-85\"}\n\n## Make it yours\n\n::install\n\nPass your shoes to `<ShoeWall />`. The wall expects transparent, side-view pictures with their `baseline` and `contact` measured. Set `stickyTop` and `detailTop` to your header's height, `syncUrl` to write the open shoe into the address, and `onAddToBag` to your cart: a rejected promise shows \"Couldn't add. Try again\". `bagAnchor` gives the small flight to your bag icon, `labels` and `formatPrice` hold every word and price, and `dir=\"rtl\"` mirrors the wall, its motion and the shoes.",
"bodySha256": "a84e23a9b615d84d94fd19489cbc8f6f6a0f520734c4aed83ff6fe0b4f0e292d",
"format": 2,
"kind": "behind-the-build",
"product": "shoe-store-product-grid-react",
"productRevision": 2,
"publishedAt": "2026-11-05T19:07:28.782Z",
"revision": 2,
"site": "https://upfork.dev",
"summary": "How a shoe flies from a shelf into its detail view on the Web Animations API: the measuring, one flight for every move, and how a 178 ms click became 75 ms, with what still misses budget.",
"title": "How to make a product fly from a grid to its detail view in React, with no animation library",
"type": "article-version",
"url": "https://upfork.dev/articles/how-to-make-a-product-fly-from-a-grid-to-its-detail-view-in-react-with-no-an"
}