implemented composite pattern
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README.md
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README.md
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# golang-design-patterns
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# Design patterns in golang
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Implementation of design patterns in Golang
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>A beginner guide... happy coding!
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## Table of Contents
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### Table of contents
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- [Creational patterns](#creational-patterns)
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**[Creational Patterns](#creational-patterns)**<br>
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- [Singleton](#singleton)
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**[Structural Patterns](#structural-patterns)**<br>
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- [Builder](#builder)
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**[Behavioral Patterns](#behavioral-patterns)**<br>
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- [Structural patterns](#structural-patterns)
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- [Composition](#composition)
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- [Behavioral patterns](#behavioral-patterns)
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- [Concurrency patterns](#concurrency-patterns)
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---
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## Creational patterns
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Creational design patterns abstract the instantiation process. They help make a system independent of how its objects are created, composed, and represented.
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### Singleton
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Ensure a class only has one instance, and provide a global point of access to it.
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### Builder
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Separate the construction of a complex object from its representation so that the
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same construction process can create different representations.
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## Structural patterns
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Structural patterns are concerned with how classes and objects are composed to form
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larger structures. Structural class patterns use inheritance to compose interfaces or implementations.
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As a simple example, consider how multiple inheritance mixes two or
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more classes into one.
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### Composition
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Compose objects into tree structures to represent part-whole hierarchies. Composite
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lets clients treat individual objects and compositions of objects uniformly.
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## Behavioral patterns
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Behavioral patterns are concerned with algorithms and the assignment of responsibilities
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between objects. Behavio ral patterns describe not just patterns of objects or classes
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but also the patterns of communication between them. These patterns characterize
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complex control flow that's difficult to follow at run-time. They shift your focus away
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from flow of control to let you concent ratejust on the way objects are interconnected.
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## Concurrency patterns
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Pattenrs for concurrent work and parallel execution in Go.
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35
structural/composition/byembeding.go
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structural/composition/byembeding.go
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package composition
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import (
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"fmt"
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)
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type Car struct {
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WheelCount uint8
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Speed int
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DoorCount uint8
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Brand string
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}
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func (c *Car) Drive() {
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fmt.Println("Goes with speed: %d", c.Speed)
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}
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type FlyingCar struct {
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Car
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WingLength float32
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FlySpeed int
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}
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func (c *FlyingCar) Fly() {
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fmt.Println("Flies with speed: %d", c.FlySpeed)
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}
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type SwimmingCar struct {
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Car
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SwimSpeed int
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}
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func (c *SwimmingCar) Swimm() {
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fmt.Println("Swimm with speed: %d", c.SwimSpeed)
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}
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structural/composition/byinterface.go
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structural/composition/byinterface.go
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package composition
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import (
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"fmt"
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)
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type Driver interface {
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Drive()
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}
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type Cleaner interface{
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Clean()
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}
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type Killer interface {
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Kill()
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}
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type Barker interface {
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Bark()
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}
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type Dog struct {}
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func (d *Dog) Bark() {
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fmt.Println("Wow!")
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}
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type RobotDog struct {}
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func (r *RobotDog) Drive() {
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fmt.Println("Driving...")
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}
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func (r *RobotDog) Bark() {
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fmt.Println("Wow!")
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}
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type CleanerRobotDog struct {}
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func (r *CleanerRobotDog) Drive() {
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fmt.Println("Driving...")
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}
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func (r *CleanerRobotDog) Bark() {
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fmt.Println("Wow!")
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}
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func (r *CleanerRobotDog) Clean() {
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fmt.Println("Cleaning...")
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}
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type KillerRobotDog struct {}
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func (r *KillerRobotDog) Drive() {
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fmt.Println("Driving...")
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}
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func (r *KillerRobotDog) Bark() {
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fmt.Println("Wow!")
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}
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func (r *KillerRobotDog) Kill() {
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fmt.Println("You gonna die!")
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}
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