Design Patterns in Go
Learn Go design patterns! Modern Go (Golang) implementation. Improve code structure & maintainability. Practical examples for Go developers.
Course Content
Design Patterns in Go is an intermediate-level Udemy course taught by Dmitri Nesteruk. It runs 9h 45m, is taught in English, and includes a certificate of completion. Learners rate it 4.8 out of 5 from 2,142 reviews, with 18,847 students enrolled. It is a paid course, last updated August 2020.
Master Design Patterns in Go: A Practical Guide
Unlock the power of design patterns in Go with this comprehensive, hands-on course. Learn to apply these reusable solutions to common programming challenges using the latest Go language versions, modern libraries, and tools like JetBrains GoLand. We'll explore pattern variations and alternative approaches, ensuring you gain a deep understanding of how to effectively implement them.
What are Design Patterns?
Design patterns are proven, reusable solutions to recurring problems in software development. Popularized by the seminal 1994 book "Design Patterns: Elements of Reusable Object-Oriented Software" by the Gang of Four (GoF) – Erich Gamma, John Vlissides, Ralph Johnson, and Richard Helm – these patterns have transcended their original C++ and Smalltalk origins to become essential for developers across languages, including Go. You'll discover how these patterns are fundamental to libraries and often used daily, even if you're unaware of their presence.
Course Content: GoF Design Patterns Covered
This course provides a thorough exploration of all the classic GoF design patterns, including:
SOLID Design Principles: Understand and apply the core principles of object-oriented design:
- Single Responsibility Principle: Ensure classes have one, and only one, reason to change.
- Open-Closed Principle: Design systems so they are open for extension but closed for modification.
- Liskov Substitution Principle: Subtypes should be substitutable for their base types without altering program correctness.
- Interface Segregation Principle: Clients should not be forced to depend on interfaces they do not use.
- Dependency Inversion Principle: High-level modules should not depend on low-level modules. Both should depend on abstractions.
Creational Design Patterns: Learn techniques for object creation:
- Builder: Decouple object construction from object representation.
- Factories (Factory Method & Abstract Factory): Create objects without specifying their concrete classes.
- Prototype: Create new objects by cloning an existing object.
- Singleton: Restrict the instantiation of a class to one object.
Structural Design Patterns: Discover how to compose classes and objects:
- Adapter: Convert the interface of a class into another interface that clients expect.
- Bridge: Decouple an abstraction from its implementation so that the two can vary independently.
- Composite: Combine individual objects into hierarchical structures.
- Decorator: Dynamically add responsibilities to an object.
- Facade: Provide a simplified interface to a complex subsystem.
- Flyweight: Minimize memory usage by sharing common objects.
- Proxy: Provide a surrogate or placeholder for another object.
Behavioral Design Patterns: Explore patterns related to object interaction and responsibilities:
- Chain of Responsibility: Avoid coupling between sender and receiver by giving multiple objects a chance to handle a request.
- Command: Encapsulate a request as an object.
- Interpreter: Define a grammar for a language and provide an interpreter for that grammar.
- Iterator: Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
- Mediator: Define an object that encapsulates how a set of objects interact.
- Memento: Capture and restore the state of an object.
- Observer: Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
- State: Allow an object to change its behavior based on its internal state.
- Strategy: Define a family of algorithms, encapsulate each one, and make them interchangeable.
- Template Method: Define the skeleton of an algorithm in a method, deferring some steps to subclasses.
- Visitor: Represent an operation to be performed on the elements of a structure.
Who Should Take This Course?
This course is designed for Go developers of all levels who want to move beyond basic syntax and learn how to write more robust, maintainable, and scalable code. You'll gain practical insights into implementing design patterns in modern Go projects. Learn how patterns like Composite enable iterable structures and allow scalar objects to appear as collections.
Presentation Style: Live Coding in GoLand
This course features a series of live coding demonstrations performed within JetBrains GoLand, rendered using Kinetica. Kinetica's clean presentation removes IDE clutter, keeping your focus on the code. All demonstrations are single-file, allowing you to easily download and run the
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