Collection of design pattern implementation in Go
Pattern | Description |
---|---|
Abstract Factory | Provide an interface for creating families of related or dependent objects without specifying their concrete classes. |
Builder | Separate the construction of a complex object from its representation so that the same construction process can create different representations. |
Factory Method | Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory method lets a class defer instantiation to subclasses. |
Object Pool | Instantiates and maintains a group of objects instances of the same type. |
Prototype | Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype. |
Singleton | Ensure a class only has one instance, and provide a global point of access to it. |
Pattern | Description |
---|---|
Adapter | Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces. |
Bridge | Decouple an abstraction from its implementation so that the two can cary independently. |
Composite | Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly. |
Decorator | Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality. |
Facade | Provide a unified interface to a set of interfaces in a subsystem. Faade defines a higher-level interface that makes the subsystem easier to use. |
Flyweight | Use sharing to support large numbers of fine-grained objects efficiently. |
Private Class Data | Protect class state by minimizing the visibility of its attributes (data). |
Proxy | Provide a surrogate or placeholder for another object to control access to it. |
Pattern | Description |
---|---|
Chain of Responsibility | Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it. |
Command | Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations. |
Interpreter | Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language. |
Iterator | Provide a way to access the elements of an aggregate object sequentially without exposing its underlying its representation. |
Mediator | Define an object that encapsulates how a set of objevts interact. Mediator promotes loose coupling by keeping objevts from referring to each other explicitly, and it lets you vary their interaction independently. |
Memento | Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later. |
Null Object | Encapsulate the absence of an object by providing a substitutable alternative that offers suitable default do nothing behavior. |
Observer | Define a one-to-many dependency between objects so that when one objet changes state, all its dependents are notified and updated automatically. |
State | Allow an object to alter its behavior when its internal state changes. The object will appear to change its class. |
Strategy | Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it. |
Template | Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure. |
Visitor | Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates. |
- Condition Variable
- Lock/Mutex
- Monitor
- Read-Write Lock
- Semaphore
- N-Barrier
- Bounded Parallelism
- Broadcast
- Coroutines
- Generators
- Reactor
- Parallelism
- Producer Consumer
- Fan-In
- Fan-Out
- Futures & Promises
- Publish/Subscribe
- Push & Pull
- Bulkheads
- Circuit-Breaker
- Deadline
- Fall-Fast
- Handshaking
- Steady-State
- Timing Functions
- Functional Options
- Cascading Failures