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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.

    💬 Intent

    Abstract Factory is a creational design pattern that lets you produce families of related objects without specifying their concrete classes.

    Abstract Factory

    🙁 Problem

    Imagine that you’re creating a furniture shop simulator. Your code consists of classes that represent:

    1. A family of related products, say: Chair + Sofa + CoffeeTable.

    2. Several variants of this family. For example, products Chair + Sofa + CoffeeTable are available in these variants: Modern, Victorian, ArtDeco.

    Abstract Factory Problem

    Product families and their variants.

    You need a way to create individual furniture objects so that they match other objects of the same family. Customers get quite mad when they receive non-matching furniture.

    Abstract Factory Comic 1

    A Modern-style sofa doesn’t match Victorian-style chairs.

    Also, you don’t want to change existing code when adding new products or families of products to the program. Furniture vendors update their catalogs very often, and you wouldn’t want to change the core code each time it happens.

    😎 Solution

    The first thing the Abstract Factory pattern suggests is to explicitly declare interfaces for each distinct product of the product family (e.g., chair, sofa or coffee table). Then you can make all variants of products follow those interfaces. For example, all chair variants can implement the Chair interface; all coffee table variants can implement the CoffeeTable interface, and so on.

    Abstract Factory Solution 1

    All variants of the same object must be moved to a single class hierarchy.

    The next move is to declare the Abstract Factory—an interface with a list of creation methods for all products that are part of the product family (for example, createChair, createSofa and createCoffeeTable). These methods must return abstract product types represented by the interfaces we extracted previously: Chair, Sofa, CoffeeTable and so on.

    Abstract Factory Solution 2

    Each concrete factory corresponds to a specific product variant.

    Now, how about the product variants? For each variant of a product family, we create a separate factory class based on the AbstractFactory interface. A factory is a class that returns products of a particular kind. For example, the ModernFurnitureFactory can only create ModernChair, ModernSofa and ModernCoffeeTable objects.

    The client code has to work with both factories and products via their respective abstract interfaces. This lets you change the type of a factory that you pass to the client code, as well as the product variant that the client code receives, without breaking the actual client code.

    Abstract Factory Comic 2

    The client shouldn’t care about the concrete class of the factory it works with.

    Say the client wants a factory to produce a chair. The client doesn’t have to be aware of the factory’s class, nor does it matter what kind of chair it gets. Whether it’s a Modern model or a Victorian-style chair, the client must treat all chairs in the same manner, using the abstract Chair interface. With this approach, the only thing that the client knows about the chair is that it implements the sitOn method in some way. Also, whichever variant of the chair is returned, it’ll always match the type of sofa or coffee table produced by the same factory object.

    There’s one more thing left to clarify: if the client is only exposed to the abstract interfaces, what creates the actual factory objects? Usually, the application creates a concrete factory object at the initialization stage. Just before that, the app must select the factory type depending on the configuration or the environment settings.

    For more on this article...

    💅 Conceptual Example

    Say, you need to buy a sports kit, a set of two different products: a pair of shoes and a shirt. You would want to buy a full sports kit of the same brand to match all the items.

    If we try to turn this into code, the abstract factory will help us create sets of products so that they would always match each other.

    iSportsFactory.go: Abstract factory interface

    package abstractfactory
    
    import "fmt"
    
    type ISportsFactory interface {
      makeShoe() IShoe
      makeShirt() IShirt
    }
    
    func GetSportsFactory(brand string) (ISportsFactory, error) {
      if brand == "adidas" {
        return &Adidas{}, nil
      }
    
      if brand == "nike" {
        return &Nike{}, nil
      }
    
      return nil, fmt.Errorf("Wrong brand type passed")
    }

    adidas.go: Concrete factory

    package abstractfactory
    
    type Adidas struct {
    
    }
    
    func (a *Adidas) makeShoe() IShoe {
      return &AdidasShoe{
        Shoe: Shoe{
          logo: "adidas",
          size: 14,
        },
      }
    }
    
    func (a *Adidas) makeShirt() IShirt {
      return &AdidasShirt{
        Shirt: Shirt{
          logo: "adidas",
          size: 14,
        },
      }
    }

    nike.go: Concrete factory

    package abstractfactory
    
    type Nike struct {
    
    }
    
    func (n *Nike) makeShoe() IShoe {
      return &NikeShoe{
        Shoe: Shoe{
          logo: "nike",
          size: 14,
        },
      }
    }
    
    func (n *Nike) makeShirt() IShirt {
      return &NikeShirt{
        Shirt: Shirt{
          logo: "nike",
          size: 14,
        },
      }
    }

    iShoe.go: Abstract product

    package abstractfactory
    
    type IShoe interface {
      setLogo(_logo string)
      setSize(_size int)
      getLogo() string
      getSize() int
    }
    
    type Shoe struct {
      logo string
      size int
    }
    
    func (s *Shoe) setLogo(_logo string) {
      s.logo = _logo
    }
    
    func (s *Shoe) getLogo() string {
      return s.logo
    }
    
    func (s *Shoe) setSize(_size int) {
      s.size = _size
    }
    
    func (s *Shoe) getSize() int {
      return s.size
    }

    adidasShoe.go: Concrete product

    package abstractfactory
    
    type AdidasShoe struct {
      Shoe
    }

    nikeShoe.go: Concrete product

    package abstractfactory
    
    type NikeShoe struct {
      Shoe
    }

    iShirt.go: Abstract product

    package abstractfactory
    
    type IShirt interface {
      setLogo(_logo string)
      setSize(_size int)
      getLogo() string
      getSize() int
    }
    
    type Shirt struct {
      logo string
      size int
    }
    
    func (s *Shirt) setLogo(_logo string) {
      s.logo = _logo
    }
    
    func (s *Shirt) getLogo() string {
      return s.logo
    }
    
    func (s *Shirt) setSize(_size int) {
      s.size = _size
    }
    
    func (s *Shirt) getSize() int {
      return s.size
    }

    adidasShirt.go: Concrete product

    package abstractfactory
    
    type AdidasShirt struct {
      Shirt
    }

    main.go: Client code

    package abstractfactory
    
    import "fmt"
    
    func AbstractFactoryInitializer() {
      adidasFactory, _ := GetSportsFactory("adidas")
      nikeFactory, _ := GetSportsFactory("nike")
    
      adidasShoe := adidasFactory.makeShoe()
      adidasShirt := adidasFactory.makeShirt()
    
      nikeShoe := nikeFactory.makeShoe()
      nikeShirt := nikeFactory.makeShirt()
    
      printShoeDetails(adidasShoe)
      printShirtDetails(adidasShirt)
    
      printShoeDetails(nikeShoe)
      printShirtDetails(nikeShirt)
    }
    
    func printShoeDetails(s IShoe) {
      fmt.Printf("Logo: %s\n", s.getLogo())
      fmt.Printf("Size: %d\n", s.getSize())
    }
    
    func printShirtDetails(s IShirt) {
      fmt.Printf("Logo: %s\n", s.getLogo())
      fmt.Printf("Size: %d\n", s.getSize())
    }

    main.go: Main Application

    package main
    
    import (
      "fmt"
    
      "github.com/codeismine/go-design-pattern/patterns/creational/abstractfactory"
    )
    
    func main() {
      // Abstract Factory
      printStart("Abstract Factory")
      abstractfactory.AbstractFactoryInitializer()
      printEnd()
    }
    
    func printStart(title string) {
      fmt.Printf("%s:\n", title)
      fmt.Println("--------------------------")
    }
    
    func printEnd() {
      fmt.Printf("--------------------------\n\n\n")
    }

    🗨 Output

    Abstract Factory:
    --------------------------
    Logo: adidas
    Size: 14
    Logo: adidas
    Size: 14
    Logo: nike
    Size: 14
    Logo: nike
    Size: 14
    --------------------------
    
    • Builder

    Builder

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

    Main article

    Code example

    • 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.

    Main article

    Code example

    • Prototype

    Prototype

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

    Main article

    Code example

    • Singleton

    Singleton

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

    Main article

    Code example

  • 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.

    Main article

    Code example

    • 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.

    Main article

    Code example

    • Composite

    Composite

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

    Main article

    Code example

    • Decorator

    Decorator

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

    Main article

    Code example

    • Facade

    Facade

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

    Main article

    Code example

    • 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.

    Main article

    Code example

    • 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.

    Main article

    Code example

  • 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.

    Main article

    Code example

    • 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.

    Main article

    Code example

    • Iterator

    Iterator

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

    Main article

    Code example

    • 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.

    Main article

    Code example

    • Memento

    Memento

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

    Main article

    Code example

    • Observer

    Observer

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

    Main article

    Code example

    • State

    State

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

    Main article

    Code example

    • Strategy

    Strategy

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

    Main article

    Code example

    • 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.

    Main article

    Code example

    • Visitor

    Visitor

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

    Main article

    Code example

Reference by REFACTORING GURU

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