supernow / go-patterns

A curated list of Go patterns and idioms

Home Page:http://tmrts.com/go-patterns

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A curated collection of idiomatic design & application patterns for Go language.

Creational Patterns:

Pattern Description
Abstract Factory Provides an interface for creating families of releated objects
Builder Builds a complex object using simple objects
Factory Method Defers instantiation of an object to a specialized function for creating instances
Object Pool Instantiates and maintains a group of objects instances of the same type
Singleton Restricts instantiation of a type to one object

Structural Patterns:

Pattern Description
Adapter Adapts otherwise incompatible interfaces to work together by adapting one to the other
Bridge Decouples an interface from its implementation so that the two can vary independently
Composite Encapsulates and provides access to a number of different objects
Decorator Adds behavior to an object, statically or dynamically
Facade Uses one type as an API to a number of others
Flyweight Reuses existing instances of objects with similar/identical state to minimize resource usage
Model View Controller Divides an app into three interconnected parts to separate internal representation from presentation to user
Proxy Provides a surrogate for an object to control it's actions

Behavioral Patterns:

Pattern Description
Chain of Responsibility Avoids coupling a sender to receiver by giving more than object a chance to handle the request
Command Bundles a command and arguments to call later
Mediator Connects objects and acts as a proxy
Memento Generate an opaque token that can be used to go back to a previous state
Observer Provide a callback for notification of events/changes to data
Registry Keep track of all subclasses of a given class
State Encapsulates varying behavior for the same object based on its internal state
Strategy Enables an algorithm's behavior to be selected at runtime
Template Defines a skeleton class which defers some methods to subclasses
Visitor Separates an algorithm from an object on which it operates

Synchronization Patterns:

Pattern Description
Condition Variable Provides a mechanism for threads to temporarily give up access in order to wait for some condition
Lock/Mutex Enforces mutual exclusion limit on a resource to gain exclusive access
Monitor Combination of mutex and condition variable patterns
Read-Write Lock Allows parallel read access, but only exclusive access on write operations to a resource
Semaphore Allows controlling access to a common resource

Concurrency Patterns:

Pattern Description
N-Barrier Prevents a process from proceeding until all N processes reach to the barrier
Bounded Parallelism Completes large number of indenpendent tasks with resource limits
Broadcast Transfers a message to all recipients simultaneously
Coroutines Subroutines that allow suspending and resuming execution at certain locations
Generators Yields a sequence of values one at a time
Reactor Demultiplexes service requests delivered concurrently to a service handler and dispatches them syncronously to the associated request handlers
Parallelism Completes large number of indenpendent tasks
Producer Consumer Separates tasks from task executions
Scheduler Orchestrates steps to be performed as part of a task

Messaging Patterns:

Pattern Description
Fan-In Funnels tasks to a work sink (e.g. server)
Fan-Out Distributes tasks amongs workers (e.g. producer)
Futures & Promises Acts as a place-holder of a result that is initally unknown for synchronization purposes
Publish/Subscribe Passes information to a collection of recipients who subscribed to a topic
Push & Pull Distributes messages to multiple workers, arranged in a pipeline

Stability Patterns:

Pattern Description
Bulkheads Enforces a principle of failure containment (i.e. prevents cascading failures)
Circuit-Breaker Stops the flow of the requests when requests are likely to fail
Deadline Allows clients to stop waiting for a response once the probability of response becomes low (e.g. after waiting 10 seconds for a page refresh)
Fail-Fast Checks the availability of required resources at the start of a request and fails if the requirements are not satisfied
Handshaking Asks a component if it can take any more load, if it can't the request is declined
Steady-State For every service that accumulates a resource, some other service must recycle that resource

Profiling Patterns:

Pattern Description
Timing Functions Wraps a function and logs the execution

Idioms:

Pattern Description
Functional Options Allows creating clean APIs with sane defaults and idiomatic overrides

Anti-Patterns:

Pattern Description
Cascading Failures A failure in a system of interconnected parts in which the failure of a part causes a domino effect

Other Patterns:

Pattern Description

License

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A curated list of Go patterns and idioms

http://tmrts.com/go-patterns

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