Experimental boilerplate to comply clean architecture for Go.
SOLID principles serve as guidelines for creating flexible and maintainable software. Each principle aims to facilitate robust design against changes and extensions, improving maintainability and reusability.
A class should have only one responsibility, and there should be only one reason for it to change. This minimizes the impact of class changes on other parts of the system.
Software entities (classes, modules, functions, etc.) should be open for extension but closed for modification. Adding new features should be achieved through extension points without modifying existing code.
Subtypes (derived classes, implementing classes, etc.) should be substitutable for their base types. This means that subtypes can be used interchangeably with their base types without modifying the base type's code.
Clients should not be forced to depend on interfaces they do not use. Interfaces should be clearly defined based on the set of functionalities that clients require.
High-level modules should not depend on low-level modules. Both should depend on abstractions. This principle promotes loose coupling by ensuring that dependencies are based on abstractions rather than concrete implementations.
- Entities
- Usecases
- Interactor:
- Input Interface
- Output Interface
- Data Access Interface
- Controllers: Input Data Process
- Presenters: Output Data Process
- Gateways or Repositories: Data Access Process
- UI
- Database
- Web
- Devices
- External Interfaces