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

Factory method pattern

The fourth design pattern that you will learn now is the Factory method. This pattern deals with the creation of objects and particularly with delegating the creation of objects using sub-classes. The objects you want to create usually share a common characteristic; they are similar in nature or in type, or they are part of a hierarchy.

You use an interface with a distinct create method and then you provide concrete classes that implement this factory and construct objects of a particular sub-class. Then this factory interface can be used in places where you have hardcoded types in parameters or variables.

A factory object is an abstraction that is responsible for creating objects. The way that it creates them though is the key differentiator. When you have multiple types of objects that either inherit from a similar class or have a similar role, then you may find that passing each type as a parameter is cumbersome. You will have to create all those different...