I have spent years understanding and practicing the DDD approach. Most of the principles were easy to understand and implement in the code. However, there was one that particularly caught my attention. I must say that the Aggregate pattern is the most critical one in DDD, and perhaps the entire Tactical Domain-Driven Design doesn’t make sense without it. It serves to bind business logic together. While reading, you might think that the Aggregate resembles a cluster of patterns, but that is a misconception. The Aggregate is the central point of the domain layer. Without it, there is no reason to use DDD.
Business Invariants # In the real business world, some rules are flexible. For example, when you take a loan from a bank, you need to pay some interest over time. The overall amount of interest is adjustable and depends on your invested capital and the period you will spend to pay the debt. In some cases, the bank may grant you a grace period, offer you a better overall credit deal due to your loyalty in the past, provide you with a once-in-a-lifetime offer, or require you to place a mortgage on a house.
All of these flexible rules from the business world are implemented in DDD using the Policy pattern. They depend on many specific cases and, as a result, require more complex code structures. In the real business world, there are also some immutable rules. Regardless of what we try, we cannot change these rules or their application in our business. These rules are known as Business Invariants. For example, nobody should be allowed to delete a customer account in a bank if any of the bank accounts associated with the customer has money or is in debt. In many banks, one customer may have multiple bank accounts with the same currency. However, in some of them, the customer is not allowed to have any foreign currency accounts or multiple accounts with the same currency. When such business rules exist, they become Business Invariants. They are present from the moment we create the object until the moment we delete it. Breaking them means breaking the whole purpose of the application.
Currency Entity
type Currency struct { id uuid.UUID // // some fields // } func (c Currency) Equal(other Currency) bool { return c.id == other.id } BankAccount Entity
At first glance, Modules may not seem like a typical software development pattern, especially when we often associate patterns with specific code structures or behaviors. This can be particularly confusing when considering Go Modules. These modules consist of closely related Go Packages, are versioned, and released together, serving as a form of dependency management in Go. Since both Go Modules and Packages impact the project’s structure, it raises the question of their relationship with the DDD pattern known as Module. Indeed, there is a connection between them.
The Structure # In Go, we use Packages to organize and group our code. Packages are closely tied to the folder structure within our projects, although there can be variations in naming. These variations arise because we have the flexibility to name our package differently than the actual folder it resides in.
Folder pkg/access/domain/model
package access_model import ( "github.com/google/uuid" ) type User struct { ID uuid.UUID // // some fields // } Folder pkg/access/domain/service
package access_service import ( "project/pkg/access/domain/model" ) type UserService interface { Create(user access_model.User) error // // some methods // } In the example above, you can observe slight differences between folder and package naming. In some cases, when dealing with multiple model packages, I add prefixes from my DDD Modules to facilitate referencing these packages within the same file. Now, we can start to gain a better understanding of what a DDD Module would be in the previous example. In this context, the Module encompasses the access package along with all its child packages.
project ├── cmd │ ├── main.go ├── internal │ ├── module1 │ │ ├── infrastructure │ │ ├── presentation │ │ ├── application │ │ ├── domain │ │ │ ├── service │ │ │ ├── factory │ │ │ ├── repository │ │ │ └── model │ │ └── module1.go │ ├── module2 │ │ └── ... │ └── ... ├── pkg │ ├── module3 │ │ └── ... │ ├── module4 │ │ └── ... │ └── ... ├── go.mod └── ... The folder structure in the diagram above represents my preferred project structure for implementing Domain-Driven Design in Go. While I may create different variations of certain folders, I strive to maintain consistent DDD Modules.
In my projects, each Module typically consists of no more than four base packages: infrastructure, presentation, application, and domain. As you can see, I adhere to the principles of Hexagonal Architecture. In this structure, I place the infrastructure package at the top. This is because, by following Uncle Bob’s Dependency Inversion Principle, my low-level Services from the infrastructure layer implement high-level interfaces from other layers. With this approach, I ensure that I define a Port, such as the UserRepository interface, in the domain layer, while the actual implementation resides in the infrastructure layer. There can be multiple Adapters for this implementation, like UserDBRepository or UserFakeRepository.
In many cases, Entities are the most effective means of representing elements in Domain-Driven Design. Together with Value Objects, they can provide a precise reflection of our Problem Domain. However, sometimes, the most apt way to depict a Problem Domain is by employing events that transpire within it. In my experience, I increasingly attempt to identify events and then discern the Entities associated with them. Although Eric Evans didn’t cover the Domain Event pattern in the first edition of his book, today, it’s challenging to fully develop the domain layer without incorporating events.
The Domain Event pattern serves as a representation of such occurrences within our code. We employ it to elucidate any real-world event that holds relevance for our business logic. In the contemporary business landscape, virtually everything is connected to some form of event.
It can be anything # Domain Events can encompass a wide range of occurrences, but they must adhere to certain rules. The first rule is that they are immutable. To support this characteristic, I consistently utilize private fields within Event structs, even though I’m not particularly fond of private fields and getters in Go. However, Events typically don’t require many getters. Additionally, a specific Event can only occur once. This implies that we can create an Order Entity with a particular Identity only once, and consequently, our code can only trigger the Event that describes the creation of that Order once. Any other Event related to that Order would be a different type of Event, pertaining to a distinct Order. Each Event essentially narrates something that has already taken place, representing the past. This means we trigger the OrderCreated Event after we have already created the Order, not before.
Global Events
type Event interface { Name() string } type GeneralError string func (e GeneralError) Name() string { return "event.general.error" } Order Event
type OrderEvent interface { Event OrderID() uuid.UUID } type OrderDispatched struct { orderID uuid.UUID } func (e OrderDispatched) Name() string { return "event.order.dispatched" } func (e OrderDispatched) OrderID() uuid.UUID { return e.orderID } type OrderDelivered struct { orderID uuid.UUID } func (e OrderDelivered) Name() string { return "event.order.delivery.success" } func (e OrderDelivered) OrderID() uuid.UUID { return e.orderID } type OrderDeliveryFailed struct { orderID uuid.UUID } func (e OrderDeliveryFailed) Name() string { return "event.order.delivery.failed" } func (e OrderDeliveryFailed) OrderID() uuid.UUID { return e.orderID } The code example provided above demonstrates simple Domain Events. This code represents just one of countless ways to implement them in Go. In certain situations, such as with GeneralError, I have employed straightforward strings as Event representations. However, there are instances when I’ve utilized more complex objects or extended the base Event interface with a more specific one to introduce additional methods, as seen with OrderEvent.
After discussing Entity and Value Objects, I will now introduce the third member of the group of Domain-Modeling patterns in this article: Domain Service. Domain Service is perhaps the most misunderstood DDD pattern, with confusion stemming from various web frameworks. In many frameworks, a Service takes on a multitude of roles. It’s responsible for managing business logic, creating UI components such as form fields, handling sessions and HTTP requests, and sometimes even serving as a catch-all “utils” class or housing code that could belong to the simplest Value Object.
However, almost none of the aforementioned examples should be a part of a Domain Service. In this article, I will strive to provide a clearer understanding of its purpose and proper usage.
Stateless # A critical rule for Domain Services is that they must NOT maintain any state.
Additionally, a Domain Service must NOT possess any fields that have a state.
While this rule may seem obvious, it’s worth emphasizing because it’s not always followed. Depending on a developer’s background, they may have experience in web development with languages that run isolated processes for each request. In such cases, it may not have been a concern if a Service contained state. However, when working with Go, it’s common to use a single instance of a Domain Service for the entire application. Therefore, it’s essential to consider the consequences when multiple clients access the same value in memory.
Use State in Entity
type Account struct { ID uint Person Person Wallets []Wallet } Use State in Value Object
type Money struct { Amount int Currency Currency } DON’T use State in Domain Service
type DefaultExchangeRateService struct { repository *ExchangeRateRepository useForceRefresh bool } type CasinoService struct { bonusRepository BonusRepository bonusFactory BonusFactory accountService AccountService } As evident in the example above, both Entity and Value Object retain states. An Entity can modify its state during runtime, while Value Objects always maintain the same state. When we require a new instance of a Value Object, we create a fresh one.
In contrast, a Domain Service does not house any stateful objects. It solely contains other stateless structures, such as Repositories, other Services, Factories, and configuration values. While it can initiate the creation or persistence of a state, it does not retain that state itself.
In the previous article, I attempted to provide insights into the Value Object design pattern and how we should apply it in Go. In this article, the narrative continues with the introduction of a design pattern called Entity. Many developers have heard about Entity countless times, even if they’ve never used the DDD approach. Examples can be found in PHP frameworks and Java. However, its role in DDD differs from its use elsewhere. Discovering its purpose in DDD marked a significant turning point for me. It seemed a bit unconventional, especially for someone with a background in PHP MVC frameworks, but today, the DDD approach appears more logical.
It is not part of ORM # As demonstrated in the examples for PHP and Java frameworks, the Entity often assumes the roles of various building blocks, ranging from Row Data Gateway to Active Record. Due to this, the Entity pattern is frequently misused. Its intended purpose is not to mirror the database schema but to encapsulate essential business logic. When I work on an application, my Entities do not necessarily replicate the database structure.
In terms of implementation, my first step is always to establish the domain layer. Here, I aim to consolidate the entire business logic, organized within Entities, Value Objects, and Services. Once I’ve completed and unit-tested the business logic, I proceed to create an infrastructural layer, incorporating technical details like database connections. As illustrated in the example below, we separate the Entity from its representation in the database. Objects that mirror database schemas are distinct, often resembling Data Transfer Objects or Data Access Objects.
Entity inside the Domain Layer
type BankAccount struct { ID uint IsLocked bool Wallet Wallet Person Person } Repository interface inside the Domain Layer
// Repository interface inside domain layer type BankAccountRepository interface { Get(ctx context.Context, ID uint) (*BankAccount, error) } Data Access Object inside the Infrastructure Layer
type BankAccountGorm struct { ID uint `gorm:"primaryKey;column:id"` IsLocked bool `gorm:"column:is_locked"` Amount int `gorm:"column:amount"` CurrencyID uint `gorm:"column:currency_id"` Currency CurrencyGorm `gorm:"foreignKey:CurrencyID"` PersonID uint `gorm:"column:person_id"` Person PersonGorm `gorm:"foreignKey:PersonID"` } Concrete Repository inside the Infrastructure Layer
type BankAccountRepository struct { // // some fields // } func (r *BankAccountRepository) Get(ctx context.Context, ID uint) (*domain.BankAccount, error) { var dto BankAccountGorm // // some code // return &BankAccount{ ID: dto.ID, IsLocked: dto.IsLocked, Wallet: domain.Wallet{ Amount: dto.Amount, Currency: dto.Currency.ToEntity(), }, Person: dto.Person.ToEntity(), }, nil } The example shown above is just one of the many variations we can implement. While the structure of both the Entity and DTO can vary depending on the specific business case (such as having multiple Wallets per BankAccount), the core concept remains consistent.
Saying that a particular pattern is the most important might seem like an exaggeration, but I wouldn’t even argue against it. The first time I encountered the concept of a Value Object was in Martin Fowler’s book. At that time, it seemed quite simple and not very interesting. The next time I read about it was in Eric Evans’ “The Big Blue Book.” At that point, the pattern started to make more and more sense, and soon enough, I couldn’t imagine writing my code without incorporating Value Objects extensively.
Simple but beautiful # At first glance, a Value Object seems like a simple pattern. It gathers a few attributes into one unit, and this unit performs certain tasks. This unit represents a particular quality or quantity that exists in the real world and associates it with a more complex object. It provides distinct values or characteristics. It could be something like a color or money (which is a type of Value Object), a phone number, or any other small object that offers value, as shown in the code block below.
Quantity
type Money struct { Value float64 Currency Currency } func (m Money) ToHTML() string { returs fmt.Sprintf(`%.2f%s`, m.Value, m.Currency.HTML) } Quality
type Color struct { Red byte Green byte Blue byte } func (c Color) ToCSS() string { return fmt.Sprintf(`rgb(%d, %d, %d)`, c.Red, c.Green, c.Blue) } Type extension
type Salutation string func (s Salutation) IsPerson() bool { returs s != "company" } Logical Group
type Phone struct { CountryPrefix string AreaCode string Number string } func (p Phone) FullNumber() string { returs fmt.Sprintf("%s %s %s", p.CountryPrefix, p.AreaCode, p.Number) } In Golang, you can depict Value Objects by creating new structs or by enhancing certain basic types. In either scenario, the goal is to introduce specialized functionalities for that individual value or a set of values. Frequently, Value Objects can supply particular methods for formatting strings to determine how values should operate during JSON encoding or decoding. However, the primary purpose of these methods should be to maintain the business rules linked to that particular characteristic or quality in real life.
Identity and Equality # A Value Object lacks identity, and that’s its key distinction from the Entity pattern. The Entity pattern possesses an identity that distinguishes its uniqueness. If two Entities share the same identity, it implies they refer to the same objects. On the other hand, a Value Object lacks such identity. It only consists of fields that provide a more precise description of its value. To determine equality between two Value Objects, we must compare the equality of all their fields, as demonstrated in the code block below.
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Article Writing Rules # Before writing any article, read this file in full. Then read a maximum of 2 existing articles from content/article/golang/ for style reference — no more. Do not scan or read the entire content tree. Only read the input file Marko provides and apply the rules below.
How to use Marko’s input # Marko provides a raw markdown file with the following structure:
H2 headings (##) to declare sections Code blocks without any markdown formatting — raw Go code, no fences Bullet points below each code block explaining what that code demonstrates Your job:
Write a short introduction (no H2 heading) — 2-4 paragraphs setting context. Include inline links to relevant Go standard library packages or official docs when referencing specific features. For each section (H2 heading Marko provided): write prose that responds to the bullet points. The bullet points are the substance — expand them into full paragraphs, not single sentences. Each bullet point should become 2-4 sentences minimum: explain the point, give context for why it matters, and connect it to the surrounding code or concept. Do not list bullet points verbatim. Do not compress multiple bullet points into a single sentence. If a bullet point is short, assume it is a prompt — elaborate on what it implies for production code, real-world usage, or trade-offs. Wrap each raw code block with the correct markdown code fence: go ... Add a bold label above each code block: **Label name** Write a conclusion (## Conclusion) based on the most important points Marko made across all bullet points — not a mechanical summary, but the key takeaways a reader should leave with. Provide a ## Useful Resources section with meaningful links — official Go docs, relevant packages, referenced external resources. Never invent URLs. Never invent technical claims or code examples Marko hasn’t provided. Never add sections Marko hasn’t declared with an H2.
Writing style — extracted from existing articles # Language naming
Always write “Go” when referring to the programming language — never “Golang” or “golang” Exception: tag names, package import paths, and URLs where “golang” is technically required Voice and tone
First person, direct, experienced practitioner — not a teacher talking down, not a neutral explainer Occasionally personal: brief anecdotes from real production experience are welcome and natural (“There was a time when…”, “I have spent years…”, “In my experience…”) Honest about trade-offs and imperfect solutions — Marko doesn’t pretend everything is clean Confident but not arrogant — states opinions clearly without hedging everything Dry wit is fine, but never forced. One clever line per article maximum. Sentence and paragraph structure