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2025

Leveraging Tuples in TypeScript

In preparation for StirTrek, I'm revisiting my approach for how to implement the game of Blackjack. I find card games to be a great introduction to functional concepts as you hit the major concepts quickly and the use cases are intuitive.

Let's take a look at one of the concepts in the game, Points.

Blackjack is played with a standard deck of cards (13 Ranks and 4 Suits) where the goal is to get the closest to 21 points without going over. A card is worth Points based on its Rank. So let's go ahead and model what we know so far.

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type Rank = "Ace" | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | "Jack" | "Queen" | "King"
type Suit = "Hearts" | "Clubs" | "Spades" | "Diamonds"
type Card = {readonly rank:Rank, readonly suit:Suit}

We know that a Card is worth points based on its rank, the rule are:

  • Cards with a Rank of 2 through 10 are worth that many points (i.e., 2's are worth 2 points, 3's are worth 3 points, ..., 10's are worth 10 points)
  • Cards with a Rank of Jack, Queen, or King are worth 10 points
  • Cards with a Rank of Ace can be worth either 1 or 11 points (depending on which one is the most advantageous)

Let's explore the Ace in more detail.

For example, if we had a hand consisting of an Ace and a King, then it could be worth either 11 (treating the Ace as a 1) or as 21 (treating the Ace as an 11). In this case, we'd want to treat the Ace as an 11 as that gives us 21 exactly (specifically, a Blackjack).

In another example, if we had a hand consisting of an Ace, 6, and Jack, then it could either be worth 17 (treating the Ace as a 1) or 27 (treating the Ace as an 11). Since 27 is greater than 21 (which would cause us to bust), we wouldn't want the Ace to be worth 11.

Creating cardToPoints

Now that we have this detail, let's take a look at trying to write the cardToPoints function.

function cardToPoints(c:Card): Points { // Note we don't know what the type of this is yet
  switch(c.rank) {
    case 'Ace': return ???
    case 'King': return 10;
    case 'Queen': return 10;
    case 'Jack': return 10;
    default:
      return c.rank; // we can do this because TypeScript knows all the remaining options for Rank are numbers
  }
}

At this point, we don't know how to score Ace because we would need to know the other cards to get points for. Since we don't have that context here, why not capture both values?

function cardToPoints(c:Card): Points { // Note we don't know what the type of this is yet
  switch(c.rank) {
    case 'Ace': return [1,11];
    case 'King': return 10;
    case 'Queen': return 10;
    case 'Jack': return 10;
    default:
      return c.rank; // we can do this because TypeScript knows all the remaining options for Rank are numbers
  }
}

In TypeScript, we can denote a tuple by using []. Going forward, TypeScript knows that it's a two element array and guarantees that we can index using 0 or 1.

This works, however, anything using cardToPoints has to deal with that it could either be a number or a tuple.

When I come across cases like this, I reach for setting up a sum type to model each case.

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type Hard = {tag:'hard', value:number};
type Soft = {tag:'soft', value:[number,number]}; // note that value here is a tuple of number*number
type Points = Hard | Soft

Now, when I call cardToPoints, I can use the tag field to know whether I'm working with a number or a tuple.

Adding Points Together

A common workflow in Blackjack is to figure out how many points someone has. At a high level, we'd want to do the following

  • Convert each Card to Points
  • Add all the Points together

Summing things together is a common enough pattern, so we know our code is going to look something like this:

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function handToPoints(cards:Card[]): Points {
  return cards.map((c)=>cardToPoints(c)).reduce(SOME_FUNCTION_HERE, SOME_INITIAL_VALUE_HERE);
}

We don't have the reducer function defined yet, but we do know that it's a function that'll take two Points and return a Points. So let's stub that out.

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function addPoints(a:Points, b:Points): Points {
  // implementation
}

Since we modeled Points as a sum type, we can use the tag field to go over the possible cases

function addPoints(a:Points, b:Points): Points {
  if (a.tag === 'hard' && b.tag === 'hard') {
    // logic
  }
  if (a.tag === 'hard' && b.tag === 'soft'){
    // logic
  }
  if (a.tag === 'soft' && b.tag === 'hard'){
    // logic
  } 
  // last case is both of them are soft
}

With this skeleton in place, let's start implementing each of the branches

Adding Two Hard Values

The first case is the easiest, if we have two hard values, then we add their values together. So a King and 7 us a 17 for example.

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function addHardAndHard(a:Hard, b:Hard): Points { // note that I'm defining a and b as Hard and not just Points
  const value = a.value + b.value;
  return {tag:'hard', value};
}

With this function defined, we can update addPoints like so

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function addPoints(a:Points, b:Points): Points {
  if (a.tag === 'hard' && b.tag === 'hard'){
    return addHardAndHard(a,b);
  }
  // other branches
}

Adding Hard and Soft

The next two cases are the same, where we're adding a Hard value to a Soft value. For example, we're adding a 6 to an Ace. We can't assume that the answer is 7 since that might not be what the player wants. We also can't assume that the value is 17 because that might not be to the players advantage, which means that we need to keep track of both options, which implies that the result would be a Soft value. Let's go ahead and write that logic out

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function addHardAndSoft(a:Hard, b:Soft): Points { // note that a is typed to be Hard and b is typed as Soft
  const [bLow, bHigh] = b.value; // destructuring the tuple into specific pieces
  return {tag:'soft', value:[a.value+bLow, a.value+bHigh]};
}

With this function in place, we can write out the next two branches

function addPoints(a:Points, b:Points): Points {
  if (a.tag === 'hard' && b.tag === 'hard'){
    return addHardAndHard(a, b);
  }
  if (a.tag === 'hard' && b.tag === 'soft'){
    return addHardAndSoft(a, b);
  }
  if (a.tag === 'soft' && b.tag === 'hard'){
    return addHardAndSoft(b, a); 
  }
  // remaining logic
}

Adding Soft and Soft

The last case we need to handle is when both Points are Soft. If we were to break this down, we have four values (aLow, aHIgh for a, and bLow,bHigh for b) we need to keep track of:

  1. aLow + bLow
  2. aHigh + bLow
  3. aLow + bHigh
  4. aHigh + bHigh

However, let's play around with this by assuming that Points in question are both Ace. We would get the following:

  1. aLow + bLow = 1 + 1 = 2
  2. aHigh + bLow = 11 + 1 = 12
  3. aLow + bHigh = 1 + 11 = 12
  4. aHigh + bHigh = 11 + 11 = 22

Right off the bat, we can discard the case 4, (aHigh + bHigh), because there is no situation where the player would want that score as they would bust.

For cases 2 and 3, they yield the same value, so they're essentially the same case.

Which means, that our real cases are

  1. aLow + bLow
  2. aHigh + bLow (which is the same as aLow + bHigh)

So let's go ahead and write that function

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function addSoftAndSoft(a:Soft, b:Soft): Points {
  const [aLow, aHigh] = a.value;
  const [bLow] = b.value; // note that we're only grabbing the first element of the tuple here
  return {tag:'soft', value:[aLow+bLow, aHigh+bLow]};
}

Which gives us the following for addPoints

function addPoints(a:Points, b:Points): Points {
  if (a.tag === 'hard' && b.tag === 'hard'){
    return addHardAndHard(a, b);
  }
  if (a.tag === 'hard' && b.tag === 'soft'){
    return addHardAndSoft(a, b);
  }
  if (a.tag === 'soft' && b.tag === 'hard'){
    return addHardAndSoft(b, a);
  }
  return addSoftAndSoft(a as Soft, b as Soft);
}

Now that we have addPoints, let's revisit handToPoints

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// Original Implementation
// function handToPoints(cards:Card[]): Points {
//   return cards.map((c)=>cardToPoints(c)).reduce(SOME_FUNCTION_HERE, SOME_INITIAL_VALUE_HERE;
// }

function handToPoints(cards:Card[]): Points {
  return cards.map((c)=>cardToPoints(c)).reduce(addPoints, SOME_INITIAL_VALUE_HERE);
}

Now we need to figure out what SOME_INITIAL_VALUE_HERE would be. When working with reduce, a good initial value would be what would we return if we had no cards in the hand? Well, they would have 0 points, right? We can use 0, but we can't just return 0 since our function returns Points, so we need to go from 0 to Points. Easy enough, we can use Hard to accomplish this.

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function handToPoints(cards:Card[]): Points {
  const initialValue:Points = {tag:'hard', value:0};
  return cards.map((c)=>cardToPoints(c)).reduce(addPoints, initialValue);
}

const hand = [{rank:'Ace', suit:'Hearts'}, {rank:7, suit:'Clubs'}]
console.log(handToPoints(hand)); // {tag:'soft', value:[8, 18]};

For those who know a bit of category theory, you might notice that addPoints is the operation and Hard 0 is the identity for a monoid over Points.

One Last Improvement

So this code works and everything is fine, however, we can make one more improvement to addPoints. Let's take a look at what happens when we try to get the Points for the following:

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const hand: Card[] = [
  {rank:'Ace', suit:'Diamonds'},
  {rank:8, suit:'Hearts'},
  {rank:4, suit:'Clubs'},
  {rank:8, suit:'Spades'}
]

console.log(handToPoints(hand)); // {tag:'soft', value:[21, 31]};

Huh, we got the right value, but we know that for Soft, it doesn't make sense to allow the player a choice between 21 and 31 because 31 is always invalid. Even though the answer isn't wrong per se, it does allow the user to do the wrong thing later on, which isn't the greatest.

Let's add one more function, normalize that will check to see if the Points is Soft with a value over 21. If so, we convert to a Hard and throw out the value over 21. Otherwise we return the value (since it's possible for someone to get a Hard score over 21).

function normalize(p:Points): Points {
  if (p.tag === 'soft' && p.value[1] > 21){
    return {tag:'hard', value:p.value[0]}
  }
  return p;
}

// updated addPoints with normalize being used
function addPoints(a:Points, b:Points): Points {
  if (a.tag === 'hard' && b.tag === 'hard'){
    return normalize(addHardAndHard(a, b));
  }
  if (a.tag === 'hard' && b.tag === 'soft'){
    return normalize(addHardAndSoft(a, b));
  }
  if (a.tag === 'soft' && b.tag === 'hard'){
    return normalize(addHardAndSoft(b, a));
  }
  return normalize(addSoftAndSoft(a as Soft, b as Soft));
}

// Note: There's some minor refactoring that we could do here (for example, creating an internal function for handling the add logic and updating `addPoints` to use that function with normalize),
// but will leave that as an exercise to the reader :)

Wrapping Up

In this post, we took a look at using tuples in TypeScript by tackling a portion of the game of Blackjack. Whether it's through using it in types (like we did for Soft) or for destructuring values (like we did in the various addX functions), they can be a handy way of grouping data together for short-term operations.

Interested in knowing more?

If you've enjoyed the above, then you might be interested in my new course (launching Summer 2025) where we build out the game of Blackjack using these concepts in TypeScript. Click here if you're interested in getting an update for when the course goes live!

Tips and Tricks with TypeScript

One of my most recent projects has been tackling how to model the card game, Love Letter. For those who've seen me present my How Functional Programming Made Me a Better Developer talk, you might recall that this was my second project to tackle in F# and that even though I was able to get some of it to work, there were some inconsistency in the rules that I wasn't able to reason about.

While implementing in TypeScript, I came across some cool tricks and thought I'd share some of them here, enjoy!

Swapping two variables

A common enough task in programming, we need to swap two values around. When I was learning C++, I had a memory trick to remember the ordering (think like a zigzag pattern)

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int a = 100;
int b = 200;

// Note how a starts on the right, then goes left
int temp = a;
a = b;
b = temp;

You can do the same thing in TypeScript, however, you can remove the need for the temp variable by using array destructuring. The idea is that we create an array which contains the two variables to swap. We then assign this array to destructured variables (see below)

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let a:number = 100;
let b:number = 200;

// using array destructuring

[a,b] = [b,a]

Drawing a Card

One of the common interactions that happens in the game is that we need to model drawing a card from a deck. As such, we will have a function that looks like the following

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type Card = "Guard" | "Priest" | "Baron" | .... // other options omitted for brevity
type Deck = Card[]

function draw(d:Deck): {card:Card, restOfDeck:Deck} {
  const card = d[0];
  const restOfDeck = d.slice(1);
  return {card, restOfDeck};
}

This absolutely works, however, we can use the rest operator (...) with array destructuring to simplify this code.

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type Card = "Guard" | "Priest" | "Baron" | .... // other options omitted for brevity
type Deck = Card[]

function draw(d:Deck): {card:Card, restOfDeck:Deck} {
  const [card, ...restOfDeck] = d; // note the rest operator before restOfDeck
  return {card, restOfDeck};
}

This code should be read as assign the first element of the array to a const called card and the rest of the array to a const called restOfDeck.

Drawing Multiple Cards with Object Destructuring

function draw(d:Deck): {card:Card, restOfDeck:Deck} {
  const [card, ...restOfDeck] = d;
  return {card, restOfDeck};
}

function drawMultipleCads(d:Deck, count:number): {cards:Card[], restOfDeck:Deck} {
  let currentDeck = d;
  const cards:Card[] = [];
  for (let i = 0; i < count; i++) {
    const result = draw(currentDeck)
    cards.push(result.card)
    currentDeck = result.restOfDeck
  }
  return {cards, restOfDeck:currentDeck};
}

This works, however, we don't actually care about result, but the specific values card and restOfDeck. Instead of referencing them via property drilling, we can use object destructuring to get their values.

function drawMultipleCads(d:Deck, count:number): {cards:Card[], restOfDeck:Deck} {
  let currentDeck = d;
  const cards:Card[] = [];
  for (let i = 0; i < count; i++) {
    const {card, restOfDeck} = draw(currentDeck) // note using curly braces
    cards.push(card)
    currentDeck = restOfDeck
  }
  return {cards, restOfDeck:currentDeck};
}

Today I Learned: Triggering PowerAutomate Through Http Request

If you're working within the Microsoft ecosystem, you might have ran across a tool called PowerAutomate, this is Microsoft's low-code solution for building out simple automation (similar to tools like If This Then Than (IFTTT)).

A common use I've used with PowerAutomate is integrating with Teams to kick off a workflow when someone posts a message. For example, you could have a trigger listening for when someone posts in your support channel to auto-respond back with a canned message and tagging whoever your support person or support team is.

The problem I've ran into with PowerAutomate is that it has a steep learning curve and isn't very intuitive for engineers to pick up. As such, we typically use PowerAutomate for simpler flows (or if we need to integrate with another Microsoft product like Teams or Planner).

Recently, I was tackling a problem where we had an application that needed to post a message into a Teams channel. Back in the day, I would have use a webhook and published the message that way, however, Microsoft removed the ability to use Webhooks into Teams in late 2024. The main solution going forward is that you would have had to build a Teams application and install it for your tenant/channel. This can be a bit annoying if all you have is a simple workflow that you need to stand-up.

This got me thinking, I know I can use PowerAutomate to send a message to Teams, but can I trigger the flow programmatically (at this point, I was familiar with timers and when something happened).

Doing some digging, I found that PowerAutomate can trigger a workflow off of a HTTP Request.

Jackpot!

Even better, we can give the PowerAutomate flow a specific payload to expect as part of the request body, even better!

Combining these concepts, I can create a flow like the following:

First, let's set up a trigger that takes in a payload. In this case, the caller will give us the message content and a bit more info on which team and channel to post this message into.

Setting up the trigger

After setting up the trigger, we can then add a step for posting a message in Teams. Instead of using the pre-populated options that we get from our connection, we can use the values from the trigger instead.

Setting up the message step

After saving, our entire flow looks like the following

Full flow

From here, we can then use the URL that was created as part of the trigger and have our application invoke the flow.

Today I Learned: Configuring Git to Use A Specific Key for a Specific Repo

When working with a Git repository, there are two ways to authenticate yourself, either by using your name/password or by leveraging an SSH key, proving who you are. I like the SSH key the best since I can create the key for my machine, associate it to my profile, and then I'm good to go.

However, the problem becomes when I have to juggle different SSH keys. For example, I may have two different accounts (personal and a work one) and these accounts can't use the same SSH key (in fact, if you try to add the same SSH key to two different accounts, you'll get an error message).

In these cases, I'd like to be able to specify which SSH key to use for a given repository.

Doing some digging, I found the following configures the sshCommand that git uses

git config core.sshCommand 'ssh -i C:\\users\\<name>\\.ssh\\<name_of_private_key>'

Because we're not specifying a scope (like --global), this will only apply to the single repository.

Today I Learned: Configuring HttpClient via Service Registration

When integrating with an external service via an API call, it's common to create a class the encapsulates dealing with the API. For example, if I was interacting with the GitHub API, I might create a C# class that wraps the HttpClient, like the following:

public interface IGitHubService
{
    Task<string> GetCurrentUsername();
}

public class GitHubService : IGitHubService
{
    private readonly HttpClient _client;
    public GitHubService(HttpClient client)
    {
        _client = client;
    }
    public async Task<string> GetCurrentUsername()
    {
        // code implementation
    }
}

Repetition of Values

This is a great start, but over time, your class might end up like the following:

public class GitHubService
{
    private readonly HttpClient _client;
    public GitHubService(HttpClient client)
    {
        _client = client;
    }
    public async Task<string> GetCurrentUsername()
    {
        var result = _client.GetFromJsonAsync("https://api.github.com/user")
        return result.Login;
    }
    public async Task<List<string>> GetAllUsers()
    {
        var result = _client.GetFromJsonAsync("https://api.github.com/users");
        return result.Select(x => x.Login).ToList();
    }
    public async Task<List<string>> GetTeamNamesForOrg(string org)
    {
        var result = _client.GetFromJsonAsync($"https://api.github.com/orgs/{org}/teams");
        return result.Select(x => x.Name).ToList();
    }
}

Right off the bat, it seems like we're repeating the URL for each method call. To remove the repetition, we could extract to a constant.

public class GitHubService
{
    private readonly HttpClient _client;
    // Setting the base URL for later usage
    private const string _baseUrl = "https://api.github.com";
    public GitHubService(HttpClient client)
    {
        _client = client;
    }
    public async Task<string> GetCurrentUsername()
    {
        var result = _client.GetFromJsonAsync($"{_baseUrl}/user")
        return result.Login;
    }
    public async Task<List<string>> GetAllUsers()
    {
        var result = _client.GetFromJsonAsync($"{_baseUrl}/users");
        return result.Select(x => x.Login).ToList();
    }
    public async Task<List<string>> GetTeamNamesForOrg(string org)
    {
        var result = _client.GetFromJsonAsync($"{_baseUrl}/orgs/{org}/teams");
        return result.Select(x => x.Name).ToList();
    }
}

This helps remove the repetition, however, we're now keeping track of a new field, _baseUrl. Instead of using this, we could leverage the BaseAddress property and set that in the service's constructor.

public class GitHubService
{
    private readonly HttpClient _client;
    public GitHubService(HttpClient client)
    {
        _client = client;
        _client.BaseAddress = "https://api.github.com"; // Setting the base address for the other requests.
    }
    public async Task<string> GetCurrentUsername()
    {
        var result = _client.GetFromJsonAsync("/user")
        return result.Login;
    }
    public async Task<List<string>> GetAllUsers()
    {
        var result = _client.GetFromJsonAsync("/users");
        return result.Select(x => x.Login).ToList();
    }
    public async Task<List<string>> GetTeamNamesForOrg(string org)
    {
        var result = _client.GetFromJsonAsync($"/orgs/{org}/teams");
        return result.Select(x => x.Name).ToList();
    }
}

I like this refactor because we remove the field and we have our configuration in one spot. That being said, interacting with an API typically requires more information than just the URL. For example, setting up the API token or that we're always expecting JSON for the response. We could add the header setup in each method, but that seems quite duplicative.

Leveraging Default Request Headers

We can centralize our request headers by leveraging the DefaultRequestHeaders property and updating our constructor.

public class GitHubService
{
    private readonly HttpClient _client;
    public GitHubService(HttpClient client)
    {
        _client = client;
        _client.BaseAddress = "https://api.github.com";
        _client.DefaultRequestHeaders.Add("Accept", "application/vnd.github+json");
        _client.DefaultRequestHeaders.Add("Authentication", $"Bearer {yourTokenGoesHere}");
        _client.DefaultRequestHeaders.Add("X-GitHub-Api-Version", "2022-11-28");
    }
    public async Task<string> GetCurrentUsername()
    {
        var result = _client.GetFromJsonAsync("/user")
        return result.Login;
    }
    public async Task<List<string>> GetAllUsers()
    {
        var result = _client.GetFromJsonAsync("/users");
        return result.Select(x => x.Login).ToList();
    }
    public async Task<List<string>> GetTeamNamesForOrg(string org)
    {
        var result = _client.GetFromJsonAsync($"/orgs/{org}/teams");
        return result.Select(x => x.Name).ToList();
    }
}

I like this refactor because all of our configuration of the service is right next to how we're using it, so easy to troubleshoot. At this point, we would need to register our service in the Inversion of Control (IoC) container and then everything would work.

Generally, you'll find this in Startup.cs and would look like:

services.AddTransient<IGitHubService, GitHubService>();

An Alternative Approach for Service Registration

However, I learned that when you're building a service that's wrapping an HttpClient, there's another service registration method you could use, AddHttpClient with the Typed Client approach.

Let's take a look at what this would look like.

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// In Startup.cs

services.AddHttpClient<IGitHubService, GitHubService>(client => {
    client.BaseAddress = new Uri("https://api.github.com");
    client.DefaultRequestHeaders.Add("Accept", "application/vnd.github+json");
    client.DefaultRequestHeaders.Add("Authorization", $"Bearer {apiTokenGoesHere}");
    client.DefaultRequestHeaders.Add("X-GitHub-Api-Version", "2022-11-28");
});

We've essentially moved our configuration logic from the GitHubService to the IoC container, simplifying the service.

public class GitHubService : IGitHubService
{
    private readonly HttpClient _client;
    public GitHubService(HttpClient client)
    {
        _client = client;
    }
    public async Task<string> GetCurrentUsername()
    {
        var result = _client.GetFromJsonAsync("/user")
        return result.Login;
    }
    public async Task<List<string>> GetAllUsers()
    {
        var result = _client.GetFromJsonAsync("/users");
        return result.Select(x => x.Login).ToList();
    }
    public async Task<List<string>> GetTeamNamesForOrg(string org)
    {
        var result = _client.GetFromJsonAsync($"/orgs/{org}/teams");
        return result.Select(x => x.Name).ToList();
    }
}

My Thoughts

Even though this is a new approach, I'm kind of torn if I like it or not. On one hand, I appreciate that we can centralize the logic in one spot so that everything for the GitHubService is one spot. However, if we needed other dependencies to configure the service (for example, we needed to get the bearer token from AppSettings), I could see this getting a bit more complicated, though contained.

On the other hand, we could shift all that config to the IoC and let it deal with that. It definitely streamlines the GitHubService so we can focus on the endpoints and their logic, however, now I've got to look for two spots to see where the client is being configured.