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Go Design Patterns

Go Design Patterns

By : Castro Contreras
1.8 (6)
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Go Design Patterns

Go Design Patterns

1.8 (6)
By: 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 (11 chapters)
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Composite design pattern

The Composite design pattern favors composition (commonly defined as a has a relationship) over inheritance (an is a relationship). The composition over inheritance approach has been a source of discussions among engineers since the nineties. We will learn how to create object structures by using a has a approach. All in all, Go doesn't have inheritance because it doesn't need it!

Description

In the Composite design pattern, you will create hierarchies and trees of objects. Objects have different objects with their own fields and methods inside them. This approach is very powerful and solves many problems of inheritance and multiple inheritances. For example, a typical inheritance problem is when you have an entity that inherits from two completely different classes, which have absolutely no relationship between them. Imagine an athlete who trains, and who is a swimmer who swims:

  • The Athlete class has a Train() method
  • The Swimmer class...
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Go Design Patterns
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