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The final product is oddly satisfying.
T
he Decorator pattern is an incredibly useful and flexible technique to create forward-thinking code. It allows you to add functionality to an object dynamically at run time instead of compile time. What this means is that you don’t have to manually write new code to extend an object’s feature set, you can simply use the decorator pattern to add behavior as you need it!
It also solves the issue of becoming restricted by an extensive sub-class architecture. Instead of getting lost in inheritance, the Decorator pattern uses lots of smaller classes (in Go’s case structs) in order to wrap functionality around other objects. This way we can have many objects with variations of functionality instead of having to define each individual class.
We will split this article into three parts including the use cases, UML diagram, and implementation in Go for the Decorator pattern.
The Decorator pattern can be applied to a wide range of situations and scenarios. These include:
This pattern entails a pretty compact diagram. Starting from the top, the Component interface requires the method operation()
to be implemented. This is done by both the ConcreteComponent and the Decorator objects themselves. Note the aggregation relationship between Component and Decorator meaning that a Component may have zero to many Decorators, but a Decorator cannot exist without a Component.
Essentially, we have a Component interface with its most basic form implemented by ConcreteComponent. Then the Decorator can be implemented by a ConcreteDecorator and wrapped around the ConcreteComponents.
#programming #tutorial #golang #design
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Go announced Go 1.15 version on 11 Aug 2020. Highlighted updates and features include Substantial improvements to the Go linker, Improved allocation for small objects at high core counts, X.509 CommonName deprecation, GOPROXY supports skipping proxies that return errors, New embedded tzdata package, Several Core Library improvements and more.
As Go promise for maintaining backward compatibility. After upgrading to the latest Go 1.15 version, almost all existing Golang applications or programs continue to compile and run as older Golang version.
#go #golang #go 1.15 #go features #go improvement #go package #go new features
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Starting from **Creational Design Pattern, **so wikipedia says “creational design pattern are design pattern that deals with object creation mechanism, trying to create objects in manner that is suitable to the situation”.
The basic form of object creations could result in design problems and result in complex design problems, so to overcome this problem Creational Design Pattern somehow allows you to create the object.
Builder is one of the** Creational Design Pattern**.
Builder is useful when you need to do lot of things to build an Object. Let’s imagine DOM (Document Object Model), so if we need to create the DOM, We could have to do lot of things, appending plenty of nodes and attaching attributes to them. We could also imagine about the huge XML Object creation where we will have to do lot of work to create the Object. A Factory is used basically when we could create the entire object in one shot.
As **Joshua Bloch (**He led the Design of the many library Java Collections Framework and many more) – “Builder Pattern is good choice when designing the class whose constructor or static factories would have more than handful of parameters”
#java #builder #builder pattern #creational design pattern #design pattern #factory pattern #java design pattern
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Table of Contents
0. Introduction
This series of articles will run you by the design patterns the way it is explained in the Head First Design Patterns book using Go as the coding language.
Solution:
#golang #design-patterns #programming #go
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A curated collection of idiomatic design & application patterns for Go language.
Pattern | Description | Status |
---|---|---|
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 | ✔ |
Pattern | Description | Status |
---|---|---|
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 | ✘ |
Proxy | Provides a surrogate for an object to control it's actions | ✔ |
Pattern | Description | Status |
---|---|---|
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 | ✘ |
Pattern | Description | Status |
---|---|---|
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 | ✔ |
Pattern | Description | Status |
---|---|---|
N-Barrier | Prevents a process from proceeding until all N processes reach to the barrier | ✘ |
Bounded Parallelism | Completes large number of independent 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 independent tasks | ✔ |
Producer Consumer | Separates tasks from task executions | ✘ |
Pattern | Description | Status |
---|---|---|
Fan-In | Funnels tasks to a work sink (e.g. server) | ✔ |
Fan-Out | Distributes tasks among workers (e.g. producer) | ✔ |
Futures & Promises | Acts as a place-holder of a result that is initially 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 | ✘ |
Pattern | Description | Status |
---|---|---|
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 | ✘ |
Pattern | Description | Status |
---|---|---|
Timing Functions | Wraps a function and logs the execution | ✔ |
Pattern | Description | Status |
---|---|---|
Functional Options | Allows creating clean APIs with sane defaults and idiomatic overrides | ✔ |
Pattern | Description | Status |
---|---|---|
Cascading Failures | A failure in a system of interconnected parts in which the failure of a part causes a domino effect | ✘ |
Author: tmrts
Source Code: https://github.com/tmrts/go-patterns
License: Apache-2.0 license
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The decorator design pattern is a software design pattern that helps you add responsibilities to an object at runtime. This pattern is considered to be a structural design pattern. This type of pattern focuses on the relationships between classes and how they can help solve specific problems.
The Gang of Four, in their book Design Patterns: Elements of Reusable Object-Oriented Software, defined the intent of decorator pattern like this:
Intent:_ Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality._
One of the key characteristics of this design pattern is that it follows the Single Responsibility Principle (SRP). This is because each “decoration” you add to an object, will be encapsulated within a class. This class’s responsibility will be to handle everything related to adding that decoration to that object.
For purposes of learning the decorator pattern, let’s assume you want to create an object of type Hamburger
.
How a hamburger is assembled varies. According to Burger King, there are 221,184 possible ways to order a Whopper. It will take you at least 200 years to eat these many hamburgers if you were to eat one hamburger for breakfast, lunch, and dinner! The possibilities are endless.
In a world without the decorator pattern, an approach you might take is to create a parent Hamburger
class and then subclasses for the different types of hamburgers. This could easily become a maintenance headache as it will make troubleshooting more difficult due to the complexity of multiple levels of inheritance.
#design-patterns #java #software-engineering #decorator-pattern #programming