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

    Creational Patterns

    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

    Structural Patterns

    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

    Behavioral Patterns

    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

    Synchronization Patterns

    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

    Concurrency Patterns

    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

    Messaging Patterns

    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

    Stability Patterns

    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

    Profiling Patterns

    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


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