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go_oops

This is a collection of Go code samples that illustrate object oriented programming design patterns.

Most samples are not production ready. (Those that are can be found in [go_utils] (https://github.com/go-goodies/go_utils)).

In software engineering, a design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.

Patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system.

Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved.

Patterns by Type

Creational

Main article: Creational pattern

  • Creational patterns are ones that create objects for you, rather than having you instantiate objects directly. This gives your program more flexibility in deciding which objects need to be created for a given case.
  • Abstract Factory groups object factories that have a common theme.
  • Builder constructs complex objects by separating construction and representation.
  • Factory Method creates objects without specifying the exact class to create.
  • Prototype creates objects by cloning an existing object.
  • Singleton restricts object creation for a class to only one instance.

Structural

These concern class and object composition. They use inheritance to compose interfaces and define ways to compose objects to obtain new functionality.

  • Adapter allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class.
  • Bridge decouples an abstraction from its implementation so that the two can vary independently.
  • Composite composes zero-or-more similar objects so that they can be manipulated as one object.
  • Decorator dynamically adds/overrides behaviour in an existing method of an object.
  • Facade provides a simplified interface to a large body of code.
  • Flyweight reduces the cost of creating and manipulating a large number of similar objects.
  • Proxy provides a placeholder for another object to control access, reduce cost, and reduce complexity.

Behavioral

Most of these design patterns are specifically concerned with communication between objects.

  • Chain of responsibility delegates commands to a chain of processing objects.
  • Command creates objects which encapsulate actions and parameters.
  • Interpreter implements a specialized language.
  • Iterator accesses the elements of an object sequentially without exposing its underlying representation.
  • Mediator allows loose coupling between classes by being the only class that has detailed knowledge of their methods.
  • Memento provides the ability to restore an object to its previous state (undo).
  • Observer is a publish/subscribe pattern which allows a number of observer objects to see an event.
  • State allows an object to alter its behavior when its internal state changes.
  • Strategy allows one of a family of algorithms to be selected on-the-fly at runtime.
  • Template method defines the skeleton of an algorithm as an abstract class, allowing its subclasses to provide concrete behavior.
  • Visitor separates an algorithm from an object structure by moving the hierarchy of methods into one object.

Notes

See interface documenation at [package go_ops] (http://godoc.org/github.com/go-goodies/go_oops)

See example usage of Singleton at [Golang Code Examples] (http://l3x.github.io/golang-code-examples/2014/08/05/http-server.html)

This is the repository that I will refer to reuse OOP constructs for various Go projects.

I created a go-design-patterns github organization, so if you would like to be a regular contributor, let me know and I'll add you to the team.

Otherwise, feel free to fork it.

In either case, thanks in advance for applying your corrections and/or making contributions.

~ Lex

References

License

This project is licensed under a Simplified BSD license. Please read the LICENSE file.

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Golang Object Oriented Programming Goodies

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