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How Classes & Interfaces in Typescript Can Help in the Building of Websites Using Mean Stack Technologies?

Object-oriented programming relies on interfaces and classes to function (OOP). TypeScript is an object-oriented JavaScript language that supports OOP concepts such as interfaces, classes, and encapsulation starting with ES6 and later.

 

However, when should we utilise interfaces, classes, or both? This article is for you if you are unfamiliar with interfaces and classes.

 

XcelTec explains what interfaces and classes are and when to use one or both in TypeScript in this article.

In TypeScript, What is a Class?

Before we begin, we must first understand what a TypeScript class is. A class is a blueprint or template for creating objects with defined properties and methods in object-oriented programming.

 

Typescript adds type checking syntax and converts code to clean JavaScript that works on any platform and browser. Classes are used at every stage of the development process. You can locate the TypeScript code in the final files after converting it to JavaScript.

In TypeScript, What is an Interface?

An interface is a structure in your application that works as a contract or the syntax for classes to follow. Duck printing, or subtyping, is another name for the interface.


Only method and field declarations are included in the interface, with no implementation. No one is able to make anything with it. All fields and methods must be present in a class that implements an interface. As a result, employ them for type checking.


The interface will vanish from the JavaScript file when TypeScript turns all code to JavaScript. As a result, it’s a useful tool during the development process. Use
Full Stack Develpment to handle all this stuff.

For the following, we should utilise an interface:

Conclusion

When should classes and interfaces be used? TypeScript classes should be used to construct and pass type-checked class objects. An interface is an ideal option if you need to operate without generating an object.
Eventually, two effective approaches emerged: blueprints and contracts. You can use both of them or simply one of them. It is all up to you.

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