Home Backend Development Golang Writing object-oriented design patterns using Go language

Writing object-oriented design patterns using Go language

Jul 21, 2023 pm 05:01 PM
Design Patterns object-oriented go language

Write object-oriented design patterns using Go language

Design patterns are a series of experience summaries and best practices for solving problems commonly used in software development. In object-oriented programming, design patterns help us build maintainable, reusable, and extensible code. This article will introduce some commonly used design patterns and use code examples in the Go language to demonstrate their usage.

1. Singleton Pattern

The singleton pattern is a design pattern that ensures that a class has only one instance. In Go, singletons are implemented using a private constructor and a static variable.

package singleton

type singleton struct{}

var instance *singleton

func GetInstance() *singleton {
    if instance == nil {
        instance = &singleton{}
    }
    return instance
}
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In the above example, the private constructor ensures that the class cannot be instantiated externally, and the only instance of the class is obtained through the GetInstance function. When GetInstance is called for the first time, it will be judged whether the instance is empty. If it is empty, a new instance will be created. If it is not empty, the instance will be returned directly.

2. Factory Pattern

Factory Pattern is a design pattern for creating objects. In Go language, objects can be created by using interfaces and concrete implementations, and abstract interfaces can be used to hide concrete implementations.

package factory

type Shape interface {
    Draw()
}

type Circle struct{}

func (c *Circle) Draw() {
    fmt.Println("Draw a circle")
}

type Rectangle struct{}

func (r *Rectangle) Draw() {
    fmt.Println("Draw a rectangle")
}

type ShapeFactory struct{}

func (s *ShapeFactory) CreateShape(shapeType string) Shape {
    if shapeType == "circle" {
        return &Circle{}
    } else if shapeType == "rectangle" {
        return &Rectangle{}
    }
    return nil
}
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In the above example, the Product in the factory pattern is defined by the Shape interface, and the specific product Circle and Rectangle implement the Shape interface. ShapeFactory is a factory that creates Shape objects through the CreateShape function and instantiates specific products based on the passed in shapeType parameters.

3. Observer Pattern

The Observer pattern is a one-to-many dependency relationship between objects. When the state of an object changes, all its dependencies Objects are notified and updated. In Go language, the observer pattern can be implemented through interfaces and callback functions.

package observer

type Subject interface {
    Attach(Observer)
    Detach(Observer)
    Notify()
}

type Observer interface {
    Update()
}

type ConcreteSubject struct {
    observers []Observer
}

func (c *ConcreteSubject) Attach(observer Observer) {
    c.observers = append(c.observers, observer)
}

func (c *ConcreteSubject) Detach(observer Observer) {
    for i := 0; i < len(c.observers); i++ {
        if c.observers[i] == observer {
            c.observers = append(c.observers[:i], c.observers[i+1:]...)
            break
        }
    }
}

func (c *ConcreteSubject) Notify() {
    for _, observer := range c.observers {
        observer.Update()
    }
}

type ConcreteObserver struct{}

func (c *ConcreteObserver) Update() {
    fmt.Println("Observer is updated")
}
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In the above example, the Subject interface defines behaviors such as Attach, Detach, and Notify, and ConcreteSubject is the specific implementation of Subject. The Observer interface defines the Update method, and ConcreteObserver implements the Observer interface. When the Subject's state changes, it will notify all Observers through the Notify method.

Summary

The above just introduces three commonly used design patterns and uses Go language code examples to demonstrate their usage. In actual development, design patterns can help us improve the maintainability, scalability and reusability of code. However, design patterns are not a panacea, and the appropriate pattern needs to be selected based on actual needs. I hope readers can have a deeper understanding of design patterns through this article and use them flexibly in actual development.

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