Design Patterns in Go
Design Patterns in Go, available at $79.99, has an average rating of 4.51, with 110 lectures, based on 1905 reviews, and has 16880 subscribers.
You will learn about Recognize and apply design patterns Refactor existing designs to use design patterns Reason about applicability and usability of design patterns This course is ideal for individuals who are Software engineers or Web developers or Designers or Architects It is particularly useful for Software engineers or Web developers or Designers or Architects.
Enroll now: Design Patterns in Go
Summary
Title: Design Patterns in Go
Price: $79.99
Average Rating: 4.51
Number of Lectures: 110
Number of Published Lectures: 110
Number of Curriculum Items: 110
Number of Published Curriculum Objects: 110
Original Price: $89.99
Quality Status: approved
Status: Live
What You Will Learn
- Recognize and apply design patterns
- Refactor existing designs to use design patterns
- Reason about applicability and usability of design patterns
Who Should Attend
- Software engineers
- Web developers
- Designers
- Architects
Target Audiences
- Software engineers
- Web developers
- Designers
- Architects
Course Overview
This course provides a comprehensive overview of Design Patterns in Go from a practical perspective. This course in particular covers patterns with the use of:
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The latest versions of the Go programming language
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Use of modern programming libraries and frameworks
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Use of modern developer tools such as JetBrains GoLand
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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 book Design Patterns: Elements of Reusable Object-Oriented Software by Erich 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 Course Cover?
This course covers all the GoF design patterns. In fact, here’s the full list of what is covered:
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SOLID Design Principles: Single Responsibility Principle, Open-Closed Principle, Liskov Substitution Principle, Interface Segregation Principle and Dependency Inversion Principle
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Creational Design Patterns: Builder, Factories (Factory Method and Abstract Factory), Prototype and Singleton
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Structrural Design Patterns: Adapter, Bridge, Composite, Decorator, Façade, Flyweight and Proxy
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Behavioral Design Patterns: Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method 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 of the 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 JetBrains GoLand and presented using the Kinetica rendering engine. Kinetica removes the visual clutter of the IDE, 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 another IDE of your choice (or just run them from the command-line).
This course does not use UML class diagrams; all of demos are done via live coding.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: SOLID Design Principles
Lecture 1: Overview
Lecture 2: Single Responsibility Principle
Lecture 3: Open-Closed Principle
Lecture 4: Liskov Substitution Principle
Lecture 5: Interface Segregation Principle
Lecture 6: Dependency Inversion Principle
Lecture 7: Summary
Chapter 3: Builder
Lecture 1: Overview
Lecture 2: Builder
Lecture 3: Builder Facets
Lecture 4: Builder Parameter
Lecture 5: Functional Builder
Lecture 6: Summary
Chapter 4: Factories
Lecture 1: Overview
Lecture 2: Factory Function
Lecture 3: Interface Factory
Lecture 4: Factory Generator
Lecture 5: Prototype Factory
Lecture 6: Summary
Chapter 5: Prototype
Lecture 1: Overview
Lecture 2: Deep Copying
Lecture 3: Copy Method
Lecture 4: Copy Through Serialization
Lecture 5: Prototype Factory
Lecture 6: Summary
Chapter 6: Singleton
Lecture 1: Overview
Lecture 2: Singleton
Lecture 3: Problems with Singleton
Lecture 4: Singleton and Dependency Inversion
Lecture 5: Summary
Chapter 7: Adapter
Lecture 1: Overview
Lecture 2: Adapter
Lecture 3: Adapter Caching
Lecture 4: Summary
Chapter 8: Bridge
Lecture 1: Overview
Lecture 2: Bridge
Lecture 3: Summary
Chapter 9: Composite
Lecture 1: Overview
Lecture 2: Geometric Shapes
Lecture 3: Neural Networks
Lecture 4: Summary
Chapter 10: Decorator
Lecture 1: Overview
Lecture 2: Multiple Aggregation
Lecture 3: Decorator
Lecture 4: Summary
Chapter 11: Façade
Lecture 1: Overview
Lecture 2: Façade
Lecture 3: Summary
Chapter 12: Flyweight
Lecture 1: Overview
Lecture 2: Text Formatting
Lecture 3: User Names
Lecture 4: Summary
Chapter 13: Proxy
Lecture 1: Overview
Lecture 2: Protection Proxy
Lecture 3: Virtual Proxy
Lecture 4: Proxy vs Decorator
Lecture 5: Summary
Chapter 14: Chain of Responsibility
Lecture 1: Overview
Lecture 2: Method Chain
Lecture 3: Command Query Separation
Lecture 4: Broker Chain
Lecture 5: Summary
Chapter 15: Command
Lecture 1: Overview
Lecture 2: Command
Lecture 3: Undo Operations
Lecture 4: Composite Command
Lecture 5: Functional Command
Lecture 6: Summary
Chapter 16: Interpreter
Lecture 1: Overview
Lecture 2: Lexing
Lecture 3: Parsing
Lecture 4: Summary
Chapter 17: Iterator
Lecture 1: Overview
Lecture 2: Iteration
Lecture 3: Tree Traversal
Lecture 4: Summary
Chapter 18: Mediator
Lecture 1: Overview
Lecture 2: Chat Room
Lecture 3: Summary
Chapter 19: Memento
Lecture 1: Overview
Instructors
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Dmitri Nesteruk
Software/Hardware Engineering • Quant Finance • Algotrading
Rating Distribution
- 1 stars: 17 votes
- 2 stars: 22 votes
- 3 stars: 136 votes
- 4 stars: 576 votes
- 5 stars: 1154 votes
Frequently Asked Questions
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You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
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