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
Customer Feedback

Chapter 7. Behavioral Patterns - Visitor, State, Mediator, and Observer Design Patterns

This is the last chapter about Behavioral patterns and it also closes this book's section about common, well known design patterns in Go language.

In this chapter, we are going to look at three more design patterns. Visitor pattern is very useful when you want to abstract away some functionality from a set of objects.

State is used commonly to build Finite State Machines (FSM) and, in this section, we will develop a small guess the number game.

Finally, the Observer pattern is commonly used in event-driven architectures and is gaining a lot of traction again, especially in the microservices world.

After this chapter, we'll need to feel very comfortable with common design patterns before digging in concurrency and the advantages (and complexity), it brings to design patterns.