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svelte/site/content/docs/_old_docs/08-bindings.md

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---
title: Bindings
---
### Bindings
As we've seen, data can be passed down to elements and components with attributes and [props](docs#props). Occasionally, you need to get data back *up*; for that we use bindings.
#### Component bindings
Component bindings keep values in sync between a parent and a child:
```html
<!-- { repl: false } -->
<Widget bind:childValue=parentValue/>
```
Whenever `childValue` changes in the child component, `parentValue` will be updated in the parent component and vice versa.
If the names are the same, you can shorten the declaration:
```html
<!-- { repl: false } -->
<Widget bind:value/>
```
> Use component bindings judiciously. They can save you a lot of boilerplate, but will make it harder to reason about data flow within your application if you overuse them.
#### Element bindings
Element bindings make it easy to respond to user interactions:
```html
<!-- { title: 'Element bindings' } -->
<h1>Hello {name}!</h1>
<input bind:value={name}>
```
```json
/* { hidden: true } */
{
name: 'world'
}
```
Some bindings are *one-way*, meaning that the values are read-only. Most are *two-way* — changing the data programmatically will update the DOM. The following bindings are available:
| Name | Applies to | Kind |
|-----------------------------------------------------------------|----------------------------------------------|----------------------|
| `value` | `<input>` `<textarea>` `<select>` | <span>Two-way</span> |
| `checked` `indeterminate` | `<input type=checkbox>` | <span>Two-way</span> |
| `group` (see note) | `<input type=checkbox>` `<input type=radio>` | <span>Two-way</span> |
| `currentTime` `paused` `played` `volume` | `<audio>` `<video>` | <span>Two-way</span> |
| `buffered` `duration` `seekable` | `<audio>` `<video>` | <span>One-way</span> |
| `offsetWidth` `offsetHeight` `clientWidth` `clientHeight` | All block-level elements | <span>One-way</span> |
| `scrollX` `scrollY` | `<svelte:window>` | <span>Two-way</span> |
| `online` `innerWidth` `innerHeight` `outerWidth` `outerHeight` | `<svelte:window>` | <span>One-way</span> |
> 'group' bindings allow you to capture the current value of a [set of radio inputs](repl?demo=binding-input-radio), or all the selected values of a [set of checkbox inputs](repl?demo=binding-input-checkbox-group).
Here is a complete example of using two way bindings with a form:
```html
<!-- { title: 'Form bindings' } -->
<form on:submit="handleSubmit(event)">
<input bind:value=name type=text>
<button type=submit>Say hello</button>
</form>
<script>
export default {
methods: {
handleSubmit(event) {
// prevent the page from reloading
event.preventDefault();
const { name } = this.get();
alert(`Hello ${name}!`);
}
}
};
</script>
```
```json
/* { hidden: true } */
{
name: "world"
}
```
> 'two way' bindings allow you to update a value in a nested property as seen in [this checkbox input example](repl?demo=binding-input-checkbox).
### bind:this
There's a special binding that exists on all elements and components — `this`. It allows you to store a reference to a DOM node or component instance so that you can interact with it programmatically:
```html
<!-- { title: 'Refs' } -->
<canvas bind:this={canvas} width={200} height={200}></canvas>
<script>
import { onMount } from 'svelte';
import createRenderer from './createRenderer.js';
let canvas;
onMount(() => {
const ctx = canvas.getContext('2d');
const renderer = createRenderer(canvas, ctx);
// stop updating the canvas when
// the component is destroyed
return renderer.stop;
});
</script>
```
```js
/* { filename: 'createRenderer.js', hidden: true } */
export default function createRenderer(canvas, ctx) {
let running = true;
loop();
return {
stop: () => {
running = false;
}
};
function loop() {
if (!running) return;
requestAnimationFrame(loop);
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
for (let p = 0; p < imageData.data.length; p += 4) {
const i = p / 4;
const x = i % canvas.width;
const y = i / canvas.height >>> 0;
const t = window.performance.now();
const r = 64 + (128 * x / canvas.width) + (64 * Math.sin(t / 1000));
const g = 64 + (128 * y / canvas.height) + (64 * Math.cos(t / 1000));
const b = 128;
imageData.data[p + 0] = r;
imageData.data[p + 1] = g;
imageData.data[p + 2] = b;
imageData.data[p + 3] = 255;
}
ctx.putImageData(imageData, 0, 0);
}
}
```