What you'll learn:
- Recognize and apply design patterns
- Refactor existing designs to use design patterns
- Reason about applicability and usability of design patterns
Course Overview
This course provides a comprehensive overview ofDesign Patterns in Gofrom a practical perspective. This course in particular covers patterns with the use of:
The latest versions of the Go programming language
Use of modern programming libraries and frameworks
Use of modern developer tools such as JetBrainsGoLand
Discussions of pattern variations and alternative approaches
This course provides an overview of all the Gang of Four (GoF)design patterns as outlined in their seminal book, together with modern-day variations, adjustments, discussions of intrinsic use of patterns in the language.
What are Design Patterns?
Design Patterns are reusable solutions to common programming problems. They were popularized with the 1994 bookDesignPatterns:Elements of Reusable Object-Oriented SoftwarebyErich Gamma,John Vlissides, Ralph Johnson and Richard Helm(who are commonly known as a Gang of Four, hence the GoF acronym).
The original book GoF book used C++and Smalltalk for its examples, but, since then, design patterns have been adapted to every programming language imaginable:C#, Java, Swift, Python,JavaScript and now — Go!
The appeal of design patterns is immortal:we see them in libraries, some of them are intrinsic in programming languages, and you probably use them on a daily basis even if you don't realize they are there.
What Patterns Does This CourseCover?
This course coversallthe GoF design patterns. In fact, here's the full list of what is covered:
SOLIDDesign Principles: Single Responsibility Principle, Open-Closed Principle, Liskov Substitution Principle, Interface Segregation Principle andDependency Inversion Principle
Creational Design Patterns:Builder, Factories (Factory Method and AbstractFactory), Prototype andSingleton
Structrural Design Patterns: Adapter, Bridge,Composite, Decorator, Façade,Flyweight andProxy
Behavioral Design Patterns: Chain of Responsibility,Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, TemplateMethod and Visitor
Who Is the Course For?
This course is for Go developers who want to see not just textbook examples of design patterns, but also the different variations and tricks that can be applied to implement design patterns in a modern way. For example, the use ofthe Composite pattern allows structures to be iterable and lets scalar objects masquerade as if they were collections.
Presentation Style
This course is presented as a (very large)series of live demonstrations being done in JetBrainsGoLand and presented using theKinetica rendering engine.Kinetica removes the visual clutter of theIDE, making you focus on code, which is rendered perfectly, whether you are watching the course on a big screen or a mobile phone.
Most demos are single-file, so you can download the file attached to the lesson and run it in GoLand, or anotherIDEof your choice(or just run them from the command-line).
This course does not use UMLclass diagrams; all of demos are done via live coding.