Book Image

TypeScript 4 Design Patterns and Best Practices

By : Theofanis Despoudis
Book Image

TypeScript 4 Design Patterns and Best Practices

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)
1
Section 1: Getting Started with TypeScript 4
4
Section 2: Core Design Patterns and Concepts
8
Section 3: Advanced Concepts and Best Practices

Singleton pattern

The first and the most simple design pattern that you will find almost everywhere is the Singleton pattern. We will start by learning what a Singleton is and what problems it can solve. Then, you will study both the classic implementation and some modern alternatives. Finally, we list some of the major disadvantages of Singletons.

The term Singleton describes something that has only a single presence in the program. You use it when you want to get hold of a single object instead of many different ones for several reasons. For example, maybe you want to keep only one instance of a particular class simply because it is either expensive to create or it does not make sense to keep more than one for the lifetime of the program.

Note

When we mention a program, we refer to the current runtime environment, which in most cases consists of a single process that has access to all program memory. Due to the Operating System (OS) and other considerations, when you spawn...