Book Image

Domain-Driven Design with Golang

By : Matthew Boyle
4 (2)
Book Image

Domain-Driven Design with Golang

4 (2)
By: Matthew Boyle

Overview of this book

Domain-driven design (DDD) is one of the most sought-after skills in the industry. This book provides you with step-by-step explanations of essential concepts and practical examples that will see you introducing DDD in your Go projects in no time. Domain-Driven Design with Golang starts by helping you gain a basic understanding of DDD, and then covers all the important patterns, such as bounded context, ubiquitous language, and aggregates. The latter half of the book deals with the real-world implementation of DDD patterns and teaches you how to build two systems while applying DDD principles, which will be a valuable addition to your portfolio. Finally, you’ll find out how to build a microservice, along with learning how DDD-based microservices can be part of a greater distributed system. Although the focus of this book is Golang, by the end of this book you’ll be able to confidently use DDD patterns outside of Go and apply them to other languages and even distributed systems.
Table of Contents (13 chapters)
1
Part 1: Introduction to Domain-Driven Design
6
Part 2: Real -World Domain-Driven Design with Golang

Part 1: Introduction to Domain-Driven Design

Part 1 of Domain-driven design with Golang focuses on ensuring you are familiar with the core DDD concepts. We start by exploring the history of DDD, as I truly believe that context is important when applying software patterns. We then move on to exploring each DDD concept in isolation by firstly learning the theory behind them and then applying them with Golang code. This lays a great foundation for Part 2, where we will build two projects from scratch and use all the DDD concepts we learnt in this first part.

This part comprises the following chapters:

  • Chapter 1, A Brief History of DDD
  • Chapter 2, Understanding Domains, Ubiquitous Language, and Bounded Contexts
  • Chapter 3, Entities, Value Objects, and Aggregates
  • Chapter 4, Factories, Repositories, and Services