- What is a redefinition level?
- What are redefinition levels used for?
- How to use redefinition levels
- Examples
A redefinition level is a directory in a BEM project that contains files for implementing blocks, elements, and modifiers.
Any BEM project consists of redefinition levels. Every project must have at least one level, but the maximum number of levels is unlimited.
Example of the file system for a BEM project with one redefinition level:
project/
common.blocks/ # redefinition level with project blocks
header/
footer/
Redefinition rules allow you to:
- Divide a project into platforms
- Easily update libraries of blocks that are integrated into the project
- Use common blocks for developing different projects
- Change the design theme without affecting the project logic
- Perform experiments on a live project
Redefinition levels are used for the following purposes:
You can use blocks from any level in a project without making changes.
The example below shows how to use a button from a third-party library in a project. To do this, you just need to connect the library with the button
block on a separate level. You don't need to copy the code for the button
block to the level with the project blocks.
The project's file system with the connected library level:
project/
common.blocks/ # redefinition level with project blocks
header/
logo/
library.blocks/ # redefinition level with library blocks
button/ # button block
As the result of building the project, the button
block will be included in the project:
@import "common.blocks/header/header.css"; /* header from the common project block level */
@import "common.blocks/logo/logo.css"; /* logo from the common project block level */
@import "library.blocks/button/button.css"; /* button from the library level */
More about building BEM projects and integrating BEM entities into a project.
You can change blocks from any level to meet the needs of a project on a different redefinition level:
- Extend – add new properties to a block.
- Redefine – change the existing properties of a block.
Important In a BEM project, any block implementation technology can be extended or redefined. For more information, see Platform.
You can use any number of levels in any order for assembling the final block implementation. The original block implementation is extended or redefined by implementations on the subsequent levels. This is why it's important for the original implementation to be included in the build first, and then changes can be applied from all the redefinition levels.
Important The original implementation of the block does not change when it is extended or redefined.
The diagram shows how to add BEM entities from different redefinition levels to the build:
The example below shows how to change the button
block from a third-party library that is connected to the project on a separate level (library.blocks
):
project/
common.blocks/ # redefinition level with project blocks
header/
logo/
library.blocks/ # redefinition level with library blocks
button/ # button block
Original CSS implementation of the button
block:
CSS implementation:
/* The button block in CSS on the library.blocks level*/
.button {
position: absolute;
border: 1px solid rgba(0,0,0,.2);
border-radius: 3px;
background-color: #fff;
}
Rendered result:
To make changes, you need to:
- Redefine the block – change the color and size of the button.
- Extend the block – add a shadow to the button.
To do this, create the button
block on the common.blocks
project level and place the button.css
file in it with the new button styles.
The project's file system with the button
block on the common.blocks
level:
project/
common.blocks/ # redefinition level with project blocks
header/
logo/
button/
button.css # new rules for the button block
library.blocks/ # redefinition level with library blocks
button/ # the button block
button.css
button.js
New CSS rules:
/* The button block in CSS on the common.blocks level */
.button {
background-color: #ffdf3a; /* New button color */
width: 150px; /* Button width */
box-shadow: 0 0 10px rgba(0,0,0,0.5); /* Shadow parameters */
}
After the build, the implementation of the button
block will consist of the original CSS rules from the library.blocks
level and the additional rules from the common.blocks
level:
@import "library.blocks/button/button.css"; /* Original CSS rules from the library level */
@import "common.blocks/button/button.css"; /* Properties from the common.blocks level*/
The duplicated property (background-color
) is redefined (the background color changes to yellow), and the new properties (width
and box-shadow
) are added. The following set of properties is applied to the button
block:
.button {
position: absolute;
border: 1px solid rgba(0,0,0,.2);
border-radius: 3px;
background-color: #ffdf3a; /* New button color */
width: 150px; /* Button width */
box-shadow: 0 0 10px rgba(0,0,0,0.5); /* Shadow parameters */
}
New button appearance:
Result:
- The original implementation of the
button
block doesn't change. - The project-level changes for the
button
block are applied to all the buttons in the project. - If you update the library to the latest version, the changes that you made to blocks for the project will be saved on a different redefinition level. If the new version of the library has a different button background or size, the redefined rules will still be applied to the
button
block in the project.
You can configure different builds in the same project: define the order and number of levels for each separate case. For example, you can individually configure the set of levels to use for each page in the project.
The example shows how to divide up a project by platform using redefinition levels.
The image shows the project build for different platforms, depending on the user agent:
Common ways to use redefinition levels:
- Divide a project by platform
- Update libraries of blocks in a project
- Develop projects using common blocks
- Create different design themes for a project
- Run experiments on a live project
In a project that supports multiple platforms (for instance, mobile
and desktop
, part of the code defines the overall functionality, and part of it is specific to each platform. To avoid copying the shared code for each of the platform implementations, you can use redefinition levels.
The general implementations of blocks that are used for all platforms are located on the same level, such as common.blocks
, while the device-specific implementations are on other levels:
common.blocks
– Block implementations shared by all platforms.desktop.blocks
— Block implementations specific to desktop devices.mobile.blocks
— Block implementations specific to mobile devices.
Example of the file system for a project with different platforms:
project/
common.blocks/
button/
button.css # basic CSS button implementation
desktop.blocks/
button/
button.css # custom button for desktop
mobile.blocks/
button/
button.css # custom button for mobile
As a result of the build, the desktop.bundles/bundle/bundle.css
file gets all the basic CSS rules for the button from the common.blocks
level and the redefinition rules from the desktop.blocks
level.
@import "common.blocks/button/button.css"; /* Basic CSS rules */
@import "desktop.blocks/button/button.css"; /* Desktop version */
The mobile.bundles/bundle/bundle.css
file gets all the basic CSS rules for the button from the common.blocks
level and the redefinition rules from the mobile.blocks
level.
@import "common.blocks/button/button.css"; /* Basic CSS rules */
@import "mobile.blocks/button/button.css"; /* Mobile version */
Dividing the code into separate redefinition levels lets you have different builds of the same project at the same time, so you can offer the correct version based on the user agent.
Redefining or extending blocks from a library on a separate level allows you to keep the changes you make for a project, even when the library is updated.
In the example, a library is integrated into the project as the library.blocks
redefinition level:
project/
common.blocks/ # redefinition level with project blocks
header/
logo/
library.blocks/ # redefinition level with library blocks
button/
To use a button from the library (the button
block) in the project, you need to change the button height from 18 px to 24 px. To do this, redefine the button
block on the project level:
project/
common.blocks/ # redefinition level with project blocks
button/
button.css # redefined rules for the button
header/
logo/
library.blocks/ # redefinition level with library blocks
button/ # button implementation in the library
When the library is updated, the redefined rule for the button
block (height 24 px) is saved, since the redefined property doesn't affect the original block implementation and is located on a different redefinition level.
Blocks that are used in multiple projects can be moved to a separate level and added during the build.
The example below shows the file system for a project where blocks that are shared between two projects are isolated on the separate common.blocks
level:
projects/
common.blocks/ # shared blocks for multiple projects
button/
input/
project-1/ # project 1
button/ # redefined button block for project 1
logo/
modal/
project-2/ # project 2
button/ # redefined b1 block for project 2
search/
spin/
A project's logic and layout can be separated into separate redefinition levels. This allows you to create different versions of the design, switch between themes in the project, and combine styles, without affecting the project's behavior.
In the example, different design themes are implemented on separate levels. To change the project's visual appearance, you just need to add the desired level to the build.
project/
common.blocks/ # shared blocks for describing the project's business logic
button/
input/
...
alpha/ # alpha design theme
button/
input/
beta/ # beta design theme
button/
input/
Redefinition levels allow you to perform A/B testing directly in a live project. The code of the live project doesn't change during the experiments, since each experiment is on a separate redefinition level.
You can run experiments by changing a block's style, behavior, or page markup. For example, to ensure site accessibility (a11y), you need to perform experiments with adding new tags to a page. To do this, redefine the templates and the JavaScript code on the experiment level.
To remove an unsuccessful experiment from the project, just delete the directory that contains this redefinition level.
The example below shows how to add multiple experiments to the file system in a live project:
- Changing the user's profile picture (the
user-pic
block). - Changing the header offset (the
header
block). - Changing the font for the user's name (the
user-name
block).
project/
common.blocks/ # project blocks
header/
user-name/
user-pic/
...
exps/
exp-1/ # level for experiment 1
header/ # new offsets in the header
user-name/ # new font for the user name
user-pic/ # new type of profile picture
exp-2/ # level for experiment 2
header/ # new offsets in the header
user-name/ # new font for the user name
user-pic/ # new type of profile picture
exp-n/ # level for any new experiment
header/ # new offsets in the header
user-name/ # new font for the user name
user-pic/ # new type of profile picture
To see the changes, just add the experiment level to the build.