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TypeScript 4 Design Patterns and Best Practices

TypeScript 4 Design Patterns and Best Practices

By : Theofanis Despoudis
4.1 (18)
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TypeScript 4 Design Patterns and Best Practices

TypeScript 4 Design Patterns and Best Practices

4.1 (18)
By: Theofanis Despoudis

Overview of this book

Design patterns are critical armor for every developer to build maintainable apps. TypeScript 4 Design Patterns and Best Practices is a one-stop guide to help you learn design patterns and practices to develop scalable TypeScript applications. It will also serve as handy documentation for future maintainers. This book takes a hands-on approach to help you get up and running with the implementation of TypeScript design patterns and associated methodologies for writing testable code. You'll start by exploring the practical aspects of TypeScript 4 and its new features. The book will then take you through the traditional gang of four (GOF) design patterns in their classic and alternative form and show you how to use them in real-world development projects. Once you've got to grips with traditional design patterns, you'll advance to learning about their functional programming and reactive programming counterparts and how to couple them to deliver better and more idiomatic TypeScript code. By the end of this TypeScript book, you'll be able to efficiently recognize when and how to use the right design patterns in any practical use case and gain the confidence to work on scalable and maintainable TypeScript projects of any size.
Table of Contents (14 chapters)
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1
Section 1: Getting Started with TypeScript 4
4
Section 2: Core Design Patterns and Concepts
8
Section 3: Advanced Concepts and Best Practices

Learning observables

An observable represents a sequence that is invokable and produces future values or events. The idea is that you create an observable object and you add observers to it for receiving future values. Once the observable pushes a value, observers will receive them at some point.

Observables build upon the foundational ideas of the observer pattern that we discussed in Chapter 5, Behavioral Design Patterns. However, this pattern worked specifically with classes and its scope was limited. Observables, on the other hand, try to expand the idea of composing asynchronous and event-based programs that react based on changes.

Within the scope of Reactive programming, observables represent the producers of future values, and observers represent the consumers. By default, the communication happens as soon as the observable has any observers, so it waits to be invoked (subscribed) before it can emit any data. The association between the producer and the consumer is decoupled...

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