Decoupling Logic: The Observer Pattern and Event Buses in Go
The Tight Coupling Problem Imagine your game needs to handle player damage. The naive approach couples everything together: func TakeDamage(player *Player, damage int) { player.Health -= damage // Tightly coupled to UI ui.UpdateHealthBar(player.Health) // Tightly coupled to audio audio.PlaySound("hurt.wav") // Tightly coupled to achievements if player.Health <= 10 { achievements.Unlock("NEAR_DEATH") } // Tightly coupled to analytics analytics.TrackEvent("player_damaged", damage) } // Problem: Adding any system requires modifying this function // Problem: Testing becomes nightmare // Problem: Can't disable/enable systems easily The Observer pattern and Event Buses solve this by decoupling event producers from consumers. ...