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package main | |
import ( | |
"fmt" | |
"math" | |
"time" | |
) | |
type Receiver interface { | |
Receive(data interface{}) | |
} | |
type Sender interface { | |
Send(data interface{}) error | |
} | |
type Worker interface { | |
Receiver | |
Sender | |
} | |
/** | |
* Implements default methods! | |
* | |
*/ | |
type Actor struct { | |
// Similar to OO's inheritance model | |
Worker | |
Name string | |
Mailbox chan interface{} | |
} | |
/** | |
* Default behavior | |
*/ | |
func(actor *Actor) Send(data interface{}) error { | |
fmt.Println("sending from [Actor]:", data) | |
actor.Mailbox <- data | |
return nil | |
} | |
func(actor *Actor) Receive(data interface{}){ | |
fmt.Println("received", data, "in [Actor]") | |
} | |
func(actor *Actor) handle(){ | |
go func(){ | |
for { | |
data, ok := <-actor.Mailbox; if !ok { | |
return | |
} | |
/** | |
* This is where Go's paradigm shines! If we don't override Receive in ConcreteWorker, | |
* the Actor's Receive method is called :) | |
* | |
* Try to remove the comment delimiters in ConcreteWorker to see what happens | |
*/ | |
actor.Worker.Receive(data) | |
} | |
}() | |
} | |
func(actor *Actor) Stop(){ | |
close(actor.Mailbox) | |
} | |
type ConcreteWorker struct { | |
// Composition ! Similar to inheritance in OO's paradigm | |
Actor | |
} | |
/*func(actor *ConcreteWorker) Receive(data interface{}) { | |
switch data.(type) { | |
case string: { | |
fmt.Println("RECEIVED STRING", data) | |
} | |
default: { | |
fmt.Println("I dont know :(") | |
} | |
} | |
}*/ | |
/* | |
* Produces a new standard actor wrapping the desired behavior :) | |
* This is awesome! This is where composition is better than inheritance :P | |
*/ | |
func NewActor(worker Worker, name string) *Actor { | |
actor := Actor{ | |
Worker: worker, | |
Name: "A", | |
Mailbox: make(chan interface{}, math.MaxInt8), | |
} | |
// Waits for messages on the channel... | |
actor.handle() | |
return &actor | |
} | |
func main(){ | |
actor := NewActor(&ConcreteWorker{}, "a") | |
actor.Send("Ping") | |
// Waits some time to be able to see something :P | |
time.Sleep(time.Second*1) | |
actor.Stop() | |
} | |
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