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golang inheritance method

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Release: 2023-05-16 16:21:08
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As a relatively new programming language, Golang has the characteristics of simplicity, efficiency, and security. It has become more and more popular among developers in recent years. Compared with many programming languages, Golang has a unique feature, that is, it does not support traditional class inheritance, but it provides a new way to achieve "inheritance" through structures and interfaces.

In traditional object-oriented programming, inheritance is a very common technology. Code reuse and expansion can be achieved through inheritance, but it also brings some problems, such as high coupling and over-inheritance chains. Deep-time code is difficult to maintain and so on. Different from this, the structures and interfaces provided in Golang can achieve more flexible and decoupled "inheritance".

So in Golang, how to use structures and interfaces to implement inheritance? Next, an example will be used to demonstrate.

In Golang, we can implement inheritance through structures. For example, in the following example, we define a parent class structure Animal, which contains two fields Name and Age, and a Speak method to print some basic information about Animal.

type Animal struct {
    Name string
    Age  int
}

func (a *Animal) Speak() {
    fmt.Printf("My name is %s, I'm %d years old.
", a.Name, a.Age)
}
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Next we define a subclass structure Dog, which inherits the parent class structure Animal through Embed:

type Dog struct {
    Animal
    Breed string
}

func (d *Dog) Bark() {
    fmt.Println("Bow-wow!")
}
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Here we pass the subclass structure Dog By embedding the parent class structure Animal, inheritance is realized. At the same time, we can also extend our own properties and methods in subclasses, such as Breed and Bark above.

Finally, let’s take a look at how to use these structures and methods. First we create a parent class object and a subclass object:

func main() {
    dog := Dog{
        Animal: Animal{Name: "Tom", Age: 2},
        Breed:  "Labrador Retriever",
    }
    animal := &Animal{Name: "Jerry", Age: 3}

    dog.Speak()
    dog.Bark()

    animal.Speak()
}
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Through the above code, we successfully created a parent class object animal and a subclass object dog, and called their methods Speak and Bark. The output result at this time is as follows:

My name is Tom, I'm 2 years old.
Bow-wow!
My name is Jerry, I'm 3 years old.
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As can be seen from the result, we successfully implemented inheritance through the Embed method of the structure, and also added the attributes and methods of the subclass.

In addition to using structures for inheritance, Golang can also implement inheritance through interfaces. But unlike the traditional inheritance method, Golang implements "inheritance" through the implementation of interfaces.

We can define an interface IAnimal, which contains the definition of a Speak method:

type IAnimal interface {
    Speak()
}
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Next, we define a dog-type structure Dog and implement the IAnimal interface:

type Dog struct {
    Name  string
    Breed string
    Age   int
}

func (d *Dog) Speak() {
    fmt.Printf("My name is %s, I'm a %s, and I'm %d years old.
", d.Name, d.Breed, d.Age)
}
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Finally, let’s take a look at how to use interfaces to implement “inheritance”:

func main() {
    animal := &Dog{Name: "Tom", Breed: "Labrador Retriever", Age: 2}
    animal.Speak()
}
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Through the above code, we successfully used interfaces to implement “inheritance” and called Dog that implemented the IAnimal interface The Speak method of the structure outputs the basic information of the dog.

In Golang, through structures and interfaces, we can achieve flexible, simple, and decoupled "inheritance" without having to rely on class inheritance like traditional object-oriented languages. This approach makes Golang very suitable for building large-scale, efficient and high-concurrency services.

Of course, although the structure and interface methods provide a more flexible inheritance method, it also requires us to pay more attention to the design and architecture of the code to avoid excessive confusion or improper use.

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