Skip to content

Avoiding Null and Undefined with NonNullable<T> in TypeScript

This article was written over 18 months ago and may contain information that is out of date. Some content may be relevant but please refer to the relevant official documentation or available resources for the latest information.

Use Cases

Use Case 1: Adding Two Numbers

Scenario: A function that adds two numbers and returns their sum. But if one of the numbers is undefined or null, it returns the other number as-is.

function addNumbers(a: number, b?: number | null): NonNullable<number> {
  return a + (b ?? 0);
}

const sum1 = addNumbers(2, 3); // Returns 5
const sum2 = addNumbers(2, null); // Returns 2
const sum3 = addNumbers(2, undefined); // Returns 2

In this code snippet, the addNumbers() function takes two parameters, a and b. a is a required parameter of type number, while b is an optional parameter of type number or null. The function uses the NonNullable<T> conditional type to ensure that the return value is not null or undefined. If b is null or undefined, the function returns the value of a. Otherwise, it adds a and b together and returns the sum. To handle the case where b is null or undefined, the code uses the nullish coalescing operator, ??, which returns the value on its left-hand side if it is not null or undefined, and the value on its right-hand side otherwise.

Use Case 2: Checking Contact Information

Scenario: A class representing a person, but with optional email and phone properties. The contact() function logs the email and phone numbers if they are defined and not null. Otherwise, it logs a message saying that no contact information is available.

class Person {
  name: string;
  email?: string | null;
  phone?: string | null;

  constructor(name: string, email?: string | null, phone?: string | null) {
    this.name = name;
    this.email = email ?? null;
    this.phone = phone ?? null;
  }

  contact() {
    if(this.email !== undefined && this.email !== null && this.phone !== undefined && this.phone !== null) {
      console.log(`${this.name} can be reached at ${this.email} or ${this.phone}`);
    } else {
      console.log(`${this.name} has no contact information available`);
    }
  }
}

const john = new Person('John Doe', 'john.doe@example.com', '(123) 456-7890');
const jane = new Person('Jane Smith', null, '987-654-3210');

john.contact(); // logs 'John Doe can be reached at john.doe@example.com or (123) 456-7890'
jane.contact(); // logs 'Jane Smith has no contact information available'

Explanation: In this code snippet, the Person class has a name property and optional email and phone properties. The contact() function checks if both email and phone are not undefined and not null before logging the details. Otherwise, it logs a message saying that no contact information is available. To initialize the properties with null, the constructor uses the nullish coalescing operator, ??. When creating a new Person, you can pass null or undefined as arguments, and the class will interpret them as null.

Conclusion

Understanding and correctly implementing conditional types like NonNullable<T> in TypeScript is crucial to reduce potential code pitfalls. By reviewing examples of numerical operations and contact information handling, we've seen how this conditional type helps reinforce our code against null or undefined values. This highlights the utility of TypeScript's conditional types not only for enhancing code stability, but also for easing our coding journey. So keep experimenting and finding the best ways to deploy these tools for creating robust, secure, and efficient programs!

This Dot is a consultancy dedicated to guiding companies through their modernization and digital transformation journeys. Specializing in replatforming, modernizing, and launching new initiatives, we stand out by taking true ownership of your engineering projects.

We love helping teams with projects that have missed their deadlines or helping keep your strategic digital initiatives on course. Check out our case studies and our clients that trust us with their engineering.

You might also like

Vercel & React Native - A New Era of Mobile Development? cover image

Vercel & React Native - A New Era of Mobile Development?

Vercel & React Native - A New Era of Mobile Development? Jared Palmer of Vercel recently announced an acquisition that spiked our interest. Having worked extensively with both Next.js and Vercel, as well as React Native, we were curious to see what the appointment of Fernando Rojo, the creator of Solito, as Vercel's Head of Mobile, would mean for the future of React Native and Vercel. While we can only speculate on what the future holds, we can look closer at Solito and its current integration with Vercel. Based on the information available, we can also make some educated guesses about what the future might hold for React Native and Vercel. What is Solito? Based on a recent tweet by Guillermo Rauch, one might assume that Solito allows you to build mobile apps with Next.js. While that might become a reality in the future, Jamon Holmgren, the CTO of Infinite Red, added some context to the conversation. According to Jamon, Solito is a cross-platform framework built on top of two existing technologies: - For the web, Solito leverages Next.js. - For mobile, Solito takes advantage of Expo. That means that, at the moment, you can't build mobile apps using Next.js & Solito only - you still need Expo and React Native. Even Jamon, however, admits that even the current integration of Solito with Vercel is exciting. Let's take a closer look at what Solito is according to its official website: > This library is two things: > > 1. A tiny wrapper around React Navigation and Next.js that lets you share navigation code across platforms. > > 2. A set of patterns and examples for building cross-platform apps with React Native + Next.js. We can see that Jamon was right - Solito allows you to share navigation code between Next.js and React Native and provides some patterns and components that you can use to build cross-platform apps, but it doesn't replace React Native or Expo. The Cross-Platformness of Solito So, we know Solito provides a way to share navigation and some patterns between Next.js and React Native. But what precisely does that entail? Cross-Platform Hooks and Components If you look at Solito's documentation, you'll see that it's not only navigation you can share between Next.js and React Native. There are a few components that wrap Next.js components and make them available in React Native: - Link - a component that wraps Next.js' Link component and allows you to navigate between screens in React Native. - TextLink - a component that also wraps Next.js' Link component but accepts text nodes as children. - MotiLink - a component that wraps Next.js' Link component and allows you to animate the link using moti, a popular animation library for React Native. - SolitoImage - a component that wraps Next.js' Image component and allows you to display images in React Native. On top of that, Solito provides a few hooks that you can use for shared routing and navigation: - useRouter() - a hook that lets you navigate between screens across platforms using URLs and Next.js Url objects. - useLink() - a hook that lets you create Link components across the two platforms. - createParam() - a function that returns the useParam() and useParams() hooks which allow you to access and update URL parameters across platforms. Shared Logic The Solito starter project is structured as a monorepo containing: - apps/next - the Next.js application. - apps/expo or apps/native - the React Native application. - packages/app - shared packages across the two applications: - features - providers - navigation The shared packages contain the shared logic and components you can use across the two platforms. For example, the features package contains the shared components organized by feature, the providers package contains the shared context providers, and the navigation package includes the shared navigation logic. One of the key principles of Solito is gradual adoption, meaning that if you use Solito and follow the recommended structure and patterns, you can start with a Next.js application only and eventually add a React Native application to the mix. Deployments Deploying the Next.js application built on Solito is as easy as deploying any other Next.js application. You can deploy it to Vercel like any other Next.js application, e.g., by linking your GitHub repository to Vercel and setting up automatic deployments. Deploying the React Native application built on top of Solito to Expo is a little bit more involved - you cannot directly use the Github Action recommended by Expo without some modification as Solito uses a monorepo structure. The adjustment, however, is luckily just a one-liner. You just need to add the working-directory parameter to the eas update --auto command in the Github Action. Here's what the modified part of the Expo Github Action would look like: ` What Does the Future Hold? While we can't predict the future, we can make some educated guesses about what the future might hold for Solito, React Native, Expo, and Vercel, given what we know about the current state of Solito and the recent acquisition of Fernando Rojo by Vercel. A Competitor to Expo? One question that comes to mind is whether Vercel will work towards creating a competitor to Expo. While it's too early to tell, it's not entirely out of the question. Vercel has been expanding its offering beyond Next.js and static sites, and it's not hard to imagine that it might want to provide a more integrated, frictionless solution for building mobile apps, further bridging the gap between web and mobile development. However, Expo is a mature and well-established platform, and building a mobile app toolchain from scratch is no trivial task. It would be easier for Vercel to build on top of Expo and partner with them to provide a more integrated solution for building mobile apps with Next.js. Furthermore, we need to consider Vercel's target audience. Most of Vercel's customers are focused on web development with Next.js, and switching to a mobile-first approach might not be in their best interest. That being said, Vercel has been expanding its offering to cater to a broader audience, and providing a more integrated solution for building mobile apps might be a step in that direction. A Cross-Platform Framework for Mobile Apps with Next.js? Imagine a future where you write your entire application in Next.js — using its routing, file structure, and dev tools — and still produce native mobile apps for iOS and Android. It's unlikely such functionality would be built from scratch. It would likely still rely on React Native + Expo to handle the actual native modules, build processes, and distribution. From the developer’s point of view, however, it would still feel like writing Next.js. While this idea sounds exciting, it's not likely to happen in the near future. Building a cross-platform framework that allows you to build mobile apps with Next.js only would require a lot of work and coordination between Vercel, Expo, and the React Native community. Furthermore, there are some conceptual differences between Next.js and React Native that would need to be addressed, such as Next.js being primarily SSR-oriented and native mobile apps running on the client. Vercel Building on Top of Solito? One of the more likely scenarios is that Vercel will build on top of Solito to provide a more integrated solution for building mobile apps with Next.js. This could involve providing more components, hooks, and patterns for building cross-platform apps, as well as improving the deployment process for React Native applications built on top of Solito. A potential partnership between Vercel and Expo, or at least some kind of closer integration, could also be in the cards in this scenario. While Expo already provides a robust infrastructure for building mobile apps, Vercel could provide complementary services or features that make it easier to build mobile apps on top of Solito. Conclusion Some news regarding Vercel and mobile development is very likely on the horizon. After all, Guillermo Rauch, the CEO of Vercel, has himself stated that Vercel will keep raising the quality bar of the mobile and web ecosystems. While it's unlikely we'll see a full-fledged mobile app framework built on top of Next.js or a direct competitor to Expo in the near future, it's not hard to imagine that Vercel will provide more tools and services for building mobile apps with Next.js. Solito is a step in that direction, and it's exciting to see what the future holds for mobile development with Vercel....

Next.js + MongoDB Connection Storming cover image

Next.js + MongoDB Connection Storming

Building a Next.js application connected to MongoDB can feel like a match made in heaven. MongoDB stores all of its data as JSON objects, which don’t require transformation into JavaScript objects like relational SQL data does. However, when deploying your application to a serverless production environment such as Vercel, it is crucial to manage your database connections properly. If you encounter errors like these, you may be experiencing Connection Storming: * MongoServerSelectionError: connect ECONNREFUSED &lt;IP_ADDRESS>:&lt;PORT> * MongoNetworkError: failed to connect to server [&lt;hostname>:&lt;port>] on first connect * MongoTimeoutError: Server selection timed out after &lt;x> ms * MongoTopologyClosedError: Topology is closed, please connect * Mongo Atlas: Connections % of configured limit has gone above 80 Connection storming occurs when your application has to mount a connection to Mongo for every serverless function or API endpoint call. Vercel executes your application’s code in a highly concurrent and isolated fashion. So, if you create new database connections on each request, your app might quickly exceed the connection limit of your database. We can leverage Vercel’s fluid compute model to keep our database connection objects warm across function invocations. Traditional serverless architecture was designed for quick, stateless web app transactions. Now, especially with the rise of LLM-oriented applications built with Next.js, interactions with applications are becoming more sequential. We just need to ensure that we assign our MongoDB connection to a global variable. Protip: Use global variables Vercel’s fluid compute model means all memory, including global constants like a MongoDB client, stays initialized between requests as long as the instance remains active. By assigning your MongoDB client to a global constant, you avoid redundant setup work and reduce the overhead of cold starts. This enables a more efficient approach to reusing connections for your application’s MongoDB client. The example below demonstrates how to retrieve an array of users from the users collection in MongoDB and either return them through an API request to /api/users or render them as an HTML list at the /users route. To support this, we initialize a global clientPromise variable that maintains the MongoDB connection across warm serverless executions, avoiding re-initialization on every request. ` Using this database connection in your API route code is easy: ` You can also use this database connection in your server-side rendered React components. ` In serverless environments like Vercel, managing database connections efficiently is key to avoiding connection storming. By reusing global variables and understanding the serverless execution model, you can ensure your Next.js app remains stable and performant....

Harnessing the Power of Threlte - Building Reactive Three.js Scenes in Svelte cover image

Harnessing the Power of Threlte - Building Reactive Three.js Scenes in Svelte

Introduction Web development has evolved to include immersive 3D experiences through libraries like Three.js. This powerful JavaScript library enables the creation of captivating 3D scenes within browsers. Three.js: The 3D Powerhouse Three.js democratizes 3D rendering, allowing developers of all skill levels to craft interactive 3D worlds. Svelte Ecosystem: Svelte Cubed and Svelthree The Svelte ecosystem presents solutions like Svelte Cubed and Svelthree, which bridges Svelte with Three.js, offering streamlined reactivity for 3D web experiences. Introducing Threlte v6: Uniting SvelteKit 1.0, Svelte 4, and TypeScript Threlte v6 is a rendering and component library for Svelte that seamlessly integrates Three.js. By harnessing TypeScript's types, it provides a robust and delightful coding experience. In this tutorial, we'll showcase Threlte's capabilities by building an engaging website header: an auto-rotating sphere that changes color on mouse down. Using Threlte v6, SvelteKit 1.0, and Three.js, we're set to create a visually stunning experience. Let's dive in! Setting up Threlte Before building our scene, we need to set up Threlte. We can scaffold a new project using the CLI or manually install Threlte in an existing project. Option 1: Scaffold a New Threlte Project Create a new SvelteKit project and install Threlte with: ` Option 2: Manual Installation For an existing project, select the necessary Threlte packages and install: ` Configuration adjustments for SvelteKit can be made in the "vite.config.js" file: ` With Threlte configured, we're ready to build our interactive sphere. In the next chapter, we'll lay the groundwork for our exciting 3D web experience! Exploring the Boilerplate of Threlte Upon scaffolding a new project using npm create threlte, a few essential boilerplate files are generated. In this chapter, we'll examine the code snippets from three of these files: lib/components/scene.svelte, routes/+page.svelte, and lib/components/app.svelte. 1. lib/components/scene.svelte: This file lays the foundation for our 3D scene. Here's a brief breakdown of its main elements: - Perspective Camera: Sets up the camera view with a specific field of view and position, and integrates OrbitControls for auto-rotation and zoom management. - Directional and Ambient Lights: Defines the lighting conditions to illuminate the scene. - Grid: A grid structure to represent the ground. - ContactShadows: Adds shadow effects to enhance realism. - Float: Wraps around 3D mesh objects and defines floating properties, including intensity and range. Various geometrical shapes like BoxGeometry, TorusKnotGeometry, and IcosahedronGeometry are included here. 2. routes/+page.svelte: This file handles the ui of the index page and imports all necessary components we need to bring our vibrant design to life. 3. lib/components/app.svelte: This file is where you would typically define the main application layout, including styling and embedding other components. Heading to the Fun Stuff With the boilerplate components explained, we're now ready to dive into the exciting part of building our interactive 3D web experience. In the next section, we'll begin crafting our auto-rotating sphere, and explore how Threlte's robust features will help us bring it to life. Creating a Rotating Sphere Scene In this chapter, we'll walk you through creating an interactive 3D sphere scene using Threlte. We'll cover setting up the scene, the sphere, the camera and lights, and finally the interactivity that includes a scaling effect and color changes. 1. Setting Up the Scene First, we need to import the required components and utilities from Threlte. ` 2. Setting Up the Sphere We'll create the 3D sphere using Threlte's and components. ` 1. : This is a component from Threlte that represents a 3D object, which in this case is a sphere. It's the container that holds the geometry and material of the sphere. 2. : This is the geometry of the sphere. It defines the shape and characteristics of the sphere. The args attribute specifies the parameters for the sphere's creation: - The first argument (1) is the radius of the sphere. - The second argument (32) represents the number of width segments. - The third argument (32) represents the number of height segments. 3. : This is the material applied to the sphere. It determines how the surface of the sphere interacts with light. The color attribute specifies the color of the material. In this case, the color is dynamic and defined by the sphereColor variable, which updates based on user interaction. The roughness attribute controls the surface roughness of the sphere, affecting how it reflects light. 3. Setting Up the Camera and Lights Next, we'll position the camera and add lights to create a visually appealing scene. ` 1. : This component represents the camera in the scene. It provides the viewpoint through which the user sees the 3D objects. The position attribute defines the camera's position in 3D space. In this case, the camera is positioned at (-10, 20, 10). The fov attribute specifies the field of view, which affects how wide the camera's view is. - makeDefault: This attribute makes this camera the default camera for rendering the scene. 2. : This component provides controls for easy navigation and interaction with the scene. It allows the user to pan, zoom, and orbit around the objects in the scene. The attributes within the component configure its behavior: - enableZoom: Disables zooming using the mouse scroll wheel. - enablePan: Disables panning the scene. - enableDamping: Enables a damping effect that smoothens the camera's movement. - autoRotate: Enables automatic rotation of the camera around the scene. - autoRotateSpeed: Defines the speed of the auto-rotation. 3. : This component represents a directional light source in the scene. It simulates light coming from a specific direction. The attributes within the component configure the light's behavior: - intensity: Specifies the intensity of the light. - position.x and position.y: Define the position of the light source in the scene. 4. : This component represents an ambient light source in the scene. It provides even lighting across all objects in the scene. The intensity attribute controls the strength of the ambient light. 4. Interactivity: Scaling and Color Changes Now we'll add interactivity to the sphere, allowing it to scale and change color in response to user input. First, we'll import the required utilities for animation and set up a spring object to manage the scale. ` We'll update the sphere definition to include scaling: ` Lastly, we'll add code to update the color of the sphere based on the mouse's position within the window. ` We have successfully created a rotating sphere scene with scaling and color-changing interactivity. By leveraging Threlte's capabilities, we have built a visually engaging 3D experience that responds to user input, providing a dynamic and immersive interface. Adding Navigation and Scroll Prompt in app.svelte In this chapter, we'll add a navigation bar and a scroll prompt to our scene. The navigation bar provides links for user navigation, while the scroll prompt encourages the user to interact with the content. Here's a step-by-step breakdown of the code: 1. Importing the Canvas and Scene The Canvas component from Threlte serves as the container for our 3D scene. We import our custom Scene component to render within the canvas. ` 2. Embedding the 3D Scene The Canvas component wraps the Scene component to render the 3D content. It is positioned absolutely to cover the full viewport, and the z-index property ensures that it's layered behind the navigation elements. ` 3. Adding the Navigation Bar We use a element to create a horizontal navigation bar at the top of the page. It contains a home link and two navigation list items. The styling properties ensure that the navigation bar is visually appealing and positioned correctly. ` 4. Adding the Scroll Prompt We include a "Give a scroll" prompt with an element to encourage user interaction. It's positioned near the bottom of the viewport and styled for readability against the background. ` 5. Styling the Components Finally, the provided CSS styles control the positioning and appearance of the canvas, navigation bar, and scroll prompt. The CSS classes apply appropriate color, font, and layout properties to create a cohesive and attractive design. ` Head to the github repo to view the full code. Check out the result: https://threlte6-spinning-ball.vercel.app/ Conclusion We've successfully added navigation and a scroll prompt to our Threlte project in the app.svelte file. By layering 2D HTML content with a 3D scene, we've created an interactive user interface that combines traditional web design elements with immersive 3D visuals....

Understanding Sourcemaps: From Development to Production cover image

Understanding Sourcemaps: From Development to Production

What Are Sourcemaps? Modern web development involves transforming your source code before deploying it. We minify JavaScript to reduce file sizes, bundle multiple files together, transpile TypeScript to JavaScript, and convert modern syntax into browser-compatible code. These optimizations are essential for performance, but they create a significant problem: the code running in production does not look like the original code you wrote. Here's a simple example. Your original code might look like this: ` After minification, it becomes something like this: ` Now imagine trying to debug an error in that minified code. Which line threw the exception? What was the value of variable d? This is where sourcemaps come in. A sourcemap is a JSON file that contains a mapping between your transformed code and your original source files. When you open browser DevTools, the browser reads these mappings and reconstructs your original code, allowing you to debug with variable names, comments, and proper formatting intact. How Sourcemaps Work When you build your application with tools like Webpack, Vite, or Rollup, they can generate sourcemap files alongside your production bundles. A minified file references its sourcemap using a special comment at the end: ` The sourcemap file itself contains a JSON structure with several key fields: ` The mappings field uses an encoding format called VLQ (Variable Length Quantity) to map each position in the minified code back to its original location. The browser's DevTools use this information to show you the original code while you're debugging. Types of Sourcemaps Build tools support several variations of sourcemaps, each with different trade-offs: Inline sourcemaps: The entire mapping is embedded directly in your JavaScript file as a base64 encoded data URL. This increases file size significantly but simplifies deployment during development. ` External sourcemaps: A separate .map file that's referenced by the JavaScript bundle. This is the most common approach, as it keeps your production bundles lean since sourcemaps are only downloaded when DevTools is open. Hidden sourcemaps: External sourcemap files without any reference in the JavaScript bundle. These are useful when you want sourcemaps available for error tracking services like Sentry, but don't want to expose them to end users. Why Sourcemaps During development, sourcemaps are absolutely critical. They will help avoid having to guess where errors occur, making debugging much easier. Most modern build tools enable sourcemaps by default in development mode. Sourcemaps in Production Should you ship sourcemaps to production? It depends. While security by making your code more difficult to read is not real security, there's a legitimate argument that exposing your source code makes it easier for attackers to understand your application's internals. Sourcemaps can reveal internal API endpoints and routing logic, business logic, and algorithmic implementations, code comments that might contain developer notes or TODO items. Anyone with basic developer tools can reconstruct your entire codebase when sourcemaps are publicly accessible. While the Apple leak contained no credentials or secrets, it did expose their component architecture and implementation patterns. Additionally, code comments can inadvertently contain internal URLs, developer names, or company-specific information that could potentially be exploited by attackers. But that’s not all of it. On the other hand, services like Sentry can provide much more actionable error reports when they have access to sourcemaps. So you can understand exactly where errors happened. If a customer reports an issue, being able to see the actual error with proper context makes diagnosis significantly faster. If your security depends on keeping your frontend code secret, you have bigger problems. Any determined attacker can reverse engineer minified JavaScript. It just takes more time. Sourcemaps are only downloaded when DevTools is open, so shipping them to production doesn't affect load times or performance for end users. How to manage sourcemaps in production You don't have to choose between no sourcemaps and publicly accessible ones. For example, you can restrict access to sourcemaps with server configuration. You can make .map accessible from specific IP addresses. Additionally, tools like Sentry allow you to upload sourcemaps during your build process without making them publicly accessible. Then configure your build to generate sourcemaps without the reference comment, or use hidden sourcemaps. Sentry gets the mapping information it needs, but end users can't access the files. Learning from Apple's Incident Apple's sourcemap incident is a valuable reminder that even the largest tech companies can make deployment oversights. But it also highlights something important: the presence of sourcemaps wasn't actually a security vulnerability. This can be achieved by following good security practices. Never include sensitive data in client code. Developers got an interesting look at how Apple structures its Svelte codebase. The lesson is that you must be intentional about your deployment configuration. If you're going to include sourcemaps in production, make that decision deliberately after considering the trade-offs. And if you decide against using public sourcemaps, verify that your build process actually removes them. In this case, the public repo was quickly removed after Apple filed a DMCA takedown. (https://github.com/github/dmca/blob/master/2025/11/2025-11-05-apple.md) Making the Right Choice So what should you do with sourcemaps in your projects? For development: Always enable them. Use fast options, such as eval-source-map in Webpack or the default configuration in Vite. The debugging benefits far outweigh any downsides. For production: Consider your specific situation. But most importantly, make sure your sourcemaps don't accidentally expose secrets. Review your build output, check for hardcoded credentials, and ensure sensitive configurations stay on the backend where they belong. Conclusion Sourcemaps are powerful development tools that bridge the gap between the optimized code your users download and the readable code you write. They're essential for debugging and make error tracking more effective. The question of whether to include them in production doesn't have a unique answer. Whatever you decide, make it a deliberate choice. Review your build configuration. Verify that sourcemaps are handled the way you expect. And remember that proper frontend security doesn't come from hiding your code. Useful Resources * Source map specification - https://tc39.es/ecma426/ * What are sourcemaps - https://web.dev/articles/source-maps * VLQ implementation - https://github.com/Rich-Harris/vlq * Sentry sourcemaps - https://docs.sentry.io/platforms/javascript/sourcemaps/ * Apple DMCA takedown - https://github.com/github/dmca/blob/master/2025/11/2025-11-05-apple.md...

Let's innovate together!

We're ready to be your trusted technical partners in your digital innovation journey.

Whether it's modernization or custom software solutions, our team of experts can guide you through best practices and how to build scalable, performant software that lasts.

Prefer email? hi@thisdot.co