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
About the Author
About the Reviewer
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Flyweight design pattern

Our next pattern is the Flyweight design pattern. It's very commonly used in computer graphics and the video game industry, but not so much in enterprise applications.


Flyweight is a pattern which allows sharing the state of a heavy object between many instances of some type. Imagine that you have to create and store too many objects of some heavy type that are fundamentally equal. You'll run out of memory pretty quickly. This problem can be easily solved with the Flyweight pattern, with additional help of the Factory pattern. The factory is usually in charge of encapsulating object creation, as we saw previously.


Thanks to the Flyweight pattern, we can share all possible states of objects in a single common object, and thus minimize object creation by using pointers to already created objects.


To give an example, we are going to simulate something that you find on betting webpages. Imagine the final match of the European championship, which...