DESIGN PATTERNS in GO

DESIGN PATTERNS in GO

The Catalog of Go Examples

  • Creational Patterns: These patterns provide various object creation mechanisms, which increase flexibility and reuse of existing code.

    • Abstract Factory

    Abstract Factory

    Lets you produce families of related objects without specifying their concrete classes.

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    • Builder

    Builder

    Provides an interface for creating objects in a superclass, but allows subclasses to alter the type of objects that will be created.

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    • Factory Method

    Factory Method

    Lets you construct complex objects step by step. The pattern allows you to produce different types and representations of an object using the same construction code.

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    • Prototype

    Prototype

    Lets you copy existing objects without making your code dependent on their classes.

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    • Singleton

    Singleton

    Lets you ensure that a class has only one instance, while providing a global access point to this instance.

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  • Structural Patterns: These patterns explain how to assemble objects and classes into larger structures while keeping these structures flexible and efficient.

    • Adapter

    Adapter

    Allows objects with incompatible interfaces to collaborate.

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    • Bridge

    Bridge

    Lets you split a large class or a set of closely related classes into two separate hierarchies—abstraction and implementation—which can be developed independently of each other.

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    • Composite

    Composite

    Lets you compose objects into tree structures and then work with these structures as if they were individual objects.

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    • Decorator

    Decorator

    Lets you attach new behaviors to objects by placing these objects inside special wrapper objects that contain the behaviors.

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    • Facade

    Facade

    Provides a simplified interface to a library, a framework, or any other complex set of classes.

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    • Flyweight

    Flyweight

    Lets you fit more objects into the available amount of RAM by sharing common parts of state between multiple objects instead of keeping all of the data in each object.

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    • Proxy

    Proxy

    Lets you provide a substitute or placeholder for another object. A proxy controls access to the original object, allowing you to perform something either before or after the request gets through to the original object.

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  • Behavioral Patterns: These patterns are concerned with algorithms and the assignment of responsibilities between objects.

    • Chain of Responsibility

    Chain of Responsibility

    Lets you pass requests along a chain of handlers. Upon receiving a request, each handler decides either to process the request or to pass it to the next handler in the chain.

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    • Iterator

    Iterator

    Lets you traverse elements of a collection without exposing its underlying representation (list, stack, tree, etc.).

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    • Memento

    Memento

    Lets you save and restore the previous state of an object without revealing the details of its implementation.

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    • State

    State

    Lets an object alter its behavior when its internal state changes. It appears as if the object changed its class.

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    • Template Method

    Template Method

    Defines the skeleton of an algorithm in the superclass but lets subclasses override specific steps of the algorithm without changing its structure.

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    • Command

    Command

    Turns a request into a stand-alone object that contains all information about the request. This transformation lets you pass requests as a method arguments, delay or queue a request’s execution, and support undoable operations.

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    • Mediator

    Mediator

    Lets you reduce chaotic dependencies between objects. The pattern restricts direct communications between the objects and forces them to collaborate only via a mediator object.

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    • Observer

    Observer

    Lets you define a subscription mechanism to notify multiple objects about any events that happen to the object they’re observing.

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    • Strategy

    Strategy

    Lets you define a family of algorithms, put each of them into a separate class, and make their objects interchangeable.

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    • Visitor

    Visitor

    Lets you separate algorithms from the objects on which they operate.

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Reference by REFACTORING GURU

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