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Hands-On Software Architecture with Golang

Hands-On Software Architecture with Golang

By : Raiturkar
4 (12)
close
Hands-On Software Architecture with Golang

Hands-On Software Architecture with Golang

4 (12)
By: Raiturkar

Overview of this book

Building software requires careful planning and architectural considerations; Golang was developed with a fresh perspective on building next-generation applications on the cloud with distributed and concurrent computing concerns. Hands-On Software Architecture with Golang starts with a brief introduction to architectural elements, Go, and a case study to demonstrate architectural principles. You'll then move on to look at code-level aspects such as modularity, class design, and constructs specific to Golang and implementation of design patterns. As you make your way through the chapters, you'll explore the core objectives of architecture such as effectively managing complexity, scalability, and reliability of software systems. You'll also work through creating distributed systems and their communication before moving on to modeling and scaling of data. In the concluding chapters, you'll learn to deploy architectures and plan the migration of applications from other languages. By the end of this book, you will have gained insight into various design and architectural patterns, which will enable you to create robust, scalable architecture using Golang.
Table of Contents (14 chapters)
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Object orientation

In object-oriented programming, the key idea is to split code into several small, manageable parts or objects. Each object has its own identity, data (or attributes), and logic (or behavior). For example, consider modeling an elephant in software.

Attributes are the properties of the object. For example, in the case of the elephant, things such as these:

  • Weight
  • Color
  • Type
  • Location

The collection of all these attributes describes the current state of an object. The state of one object is generally independent of another. Behavior is things that the object can do; in the case of an elephant, it can trumpet. Behavior is the object's interface with the outside world. The individual constructs (or functions) by which you can invoke behavior on the object are called methods.

A class is a blueprint, or a template for objects that share the same behavior and...

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