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Go Design Patterns

You're reading from   Go Design Patterns Best practices in software development and CSP

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786466204
Length 402 pages
Edition 1st Edition
Languages
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Author (1):
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Mario Castro Contreras Mario Castro Contreras
Author Profile Icon Mario Castro Contreras
Mario Castro Contreras
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Table of Contents (11) Chapters Close

Preface 1. Ready... Steady... Go! FREE CHAPTER 2. Creational Patterns - Singleton, Builder, Factory, Prototype, and Abstract Factory Design Patterns 3. Structural Patterns - Composite, Adapter, and Bridge Design Patterns 4. Structural Patterns - Proxy, Facade, Decorator, and Flyweight Design Patterns 5. Behavioral Patterns - Strategy, Chain of Responsibility, and Command Design Patterns 6. Behavioral Patterns - Template, Memento, and Interpreter Design Patterns 7. Behavioral Patterns - Visitor, State, Mediator, and Observer Design Patterns 8. Introduction to Gos Concurrency 9. Concurrency Patterns - Barrier, Future, and Pipeline Design Patterns 10. Concurrency Patterns - Workers Pool and Publish/Subscriber Design Patterns

State design pattern


State patterns are directly related to FSMs. An FSM, in very simple terms, is something that has one or more states and travels between them to execute some behaviors. Let's see how the State pattern helps us to define FSM.

Description

A light switch is a common example of an FSM. It has two states--on and off. One state can transit to the other and vice versa. The way that the State pattern works is similar. We have a State interface and an implementation of each state we want to achieve. There is also usually a context that holds cross-information between the states.

With FSM, we can achieve very complex behaviors by splitting their scope between states. This way we can model pipelines of execution based on any kind of inputs or create event-driven software that responds to particular events in specified ways.

Objectives

The main objectives of the State pattern is to develop FSM are as follows:

  • To have a type that alters its own behavior when some internal things have changed...

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