Book Image

Mastering TypeScript 3 - Third Edition

By : Nathan Rozentals
Book Image

Mastering TypeScript 3 - Third Edition

By: Nathan Rozentals

Overview of this book

TypeScript is both a language and a set of tools to generate JavaScript. It was designed by Anders Hejlsberg at Microsoft to help developers write enterprise-scale JavaScript. Starting with an introduction to the TypeScript language, before moving on to basic concepts, each section builds on previous knowledge in an incremental and easy-to-understand way. Advanced and powerful language features are all covered, including asynchronous programming techniques, decorators, and generics. This book explores many modern JavaScript and TypeScript frameworks side by side in order for the reader to learn their respective strengths and weaknesses. It will also thoroughly explore unit and integration testing for each framework. Best-of-breed applications utilize well-known design patterns in order to be scalable, maintainable, and testable. This book explores some of these object-oriented techniques and patterns, and shows real-world implementations. By the end of the book, you will have built a comprehensive, end-to-end web application to show how TypeScript language features, design patterns, and industry best practices can be brought together in a real-world scenario.
Table of Contents (16 chapters)
Free Chapter
1
TypeScript Tools and Framework Options

What is MVC?

The acronym MVC stands for Model-View-Controller. It is a programming design pattern that aids in the design and implementation of user interfaces. User interfaces are inherently event driven—in other words, we display something on a screen, and then wait for the user to do something, which will generate some sort of event. This event may be to display a graph, or to hide a panel, or to log out of our application. Unfortunately, the exact sequence of events that a user of our application will follow cannot be completely pre-determined. It is this event-based paradigm that makes user interface design and programming rather more complex than a program that follows a defined sequence of steps.

The other complexity of user interfaces is to try and make components reusable. This means that a single component, such as a menu bar for instance, should be able to be...