Book Image

Go Design Patterns

By : Mario Castro Contreras
Book Image

Go Design Patterns

By: Mario Castro Contreras

Overview of this book

Go is a multi-paradigm programming language that has built-in facilities to create concurrent applications. Design patterns allow developers to efficiently address common problems faced during developing applications. Go Design Patterns will provide readers with a reference point to software design patterns and CSP concurrency design patterns to help them build applications in a more idiomatic, robust, and convenient way in Go. The book starts with a brief introduction to Go programming essentials and quickly moves on to explain the idea behind the creation of design patterns and how they appeared in the 90’s as a common "language" between developers to solve common tasks in object-oriented programming languages. You will then learn how to apply the 23 Gang of Four (GoF) design patterns in Go and also learn about CSP concurrency patterns, the "killer feature" in Go that has helped Google develop software to maintain thousands of servers. With all of this the book will enable you to understand and apply design patterns in an idiomatic way that will produce concise, readable, and maintainable software.
Table of Contents (17 chapters)
Go Design Patterns
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Chapter 10. Concurrency Patterns - Workers Pool and Publish/Subscriber Design Patterns

We have reached the final chapter of the book, where we will discuss a couple of patterns with concurrent structures. We will explain every step in detail so you can follow the examples carefully.

The idea is to learn about patterns to design concurrent applications in idiomatic Go. We are using channels and Goroutines heavily, instead of locks or sharing variables.

  • We will look at one way to develop a pool of workers. This is useful to control the number of Goroutines in an execution.

  • The second example is a rewrite of the Observer pattern, which we saw on Chapter 7, Behavioral Patterns - Visitor, State, Mediator, and Observer Design Patterns, written with a concurrent structure. With this example we'll dig a bit more into the concurrent structures and look at how they can differ from a common approach.