Home >Backend Development >Golang >System Design: Building a Simple Social Media Platform in Go
In this article, we'll walkthrough the designing of a simplified social media platform using Go, focusing on low-level system design principles. Our platform includes core features like user registration, creating posts, handling likes and comments, and a notification system to keep users updated. This example illustrates how these features can be built into a system that’s modular, scalable, and efficient.
We'll use Go's concurrency capabilities and design patterns like the facade to create a streamlined and maintainable structure, allowing the platform to handle various user interactions seamlessly.
The social media platform we’re building focuses on these main features:
Let’s break down the key components of our platform and see how each part integrates into the system.
The UserManager component is responsible for user registration and profile management. Each user has essential profile details like ID, name, and bio, and the manager ensures users can be added and retrieved efficiently. Some key functions are:
type User struct { type User struct { ID int Name string Email string Password string DisplayPicture *string Bio *string friends map[int]*User posts []*Post } type UserManager struct { users map[int]*User mu sync.RWMutex } func (um *UserManager) AddUser(user *User) { um.mu.Lock() defer um.mu.Unlock() um.users[user.ID] = user fmt.Printf("User added: %d\n", user.ID) } func (um *UserManager) GetUserByID(userID int) (*User, error) { um.mu.RLock() defer um.mu.RUnlock() user, ok := um.users[userID] if !ok { return nil, fmt.Errorf("user not found") } return user, nil } func (um *UserManager) AddFriend(requesterID, receiverID int) error { requester, err := um.GetUserByID(requesterID) if err != nil { return err } receiver, err := um.GetUserByID(receiverID) if err != nil { return err } requester.AddFriend(receiver) receiver.AddFriend(requester) fmt.Printf("Friendship added between users: %d and %d\n", requesterID, receiverID) return nil }
In a real-world application, the UserManager would connect to a database, but here we use a map for simplicity.
The PostManager handles user-generated content by managing posts, likes, and comments. This component allows users to create posts, like others’ posts, comment, and retrieve posts. Some key functions are:
type Post struct { ID int UserID int Content string IsPublished bool URLs []*string Likes int Comments []*Comment PublishedAt time.Time CommentsEnabled bool HiddenFromUsers map[int]bool } type PostManager struct { posts map[int]*Post mu sync.RWMutex } func (pm *PostManager) GetPost(postID int) (*Post, error) { pm.mu.RLock() defer pm.mu.RUnlock() post, exists := pm.posts[postID] if !exists { return nil, fmt.Errorf("post not found") } return post, nil } func (pm *PostManager) AddPost(post *Post, user *User) { pm.mu.Lock() defer pm.mu.Unlock() pm.posts[post.ID] = post user.AddPost(post) } func (pm *PostManager) LikePost(postID int) (*Post, error) { pm.mu.Lock() post := pm.posts[postID] pm.mu.Unlock() if post == nil { return nil, fmt.Errorf("post not found") } pm.mu.Lock() defer pm.mu.Unlock() post.Like() return post, nil }
The PostManager could interact with a database to store and retrieve posts, allowing for filtering by various criteria.
The NotificationManager is responsible for keeping users updated on platform activities, such as receiving a like or comment on their posts. Each notification type (like, comment, friend request) is sent through this manager, ensuring users are informed in real-time. Some key functions are:
type Notification struct { ID string Type NotificationType Content string UserID int } type NotificationManager struct { notifications map[int][]*Notification mu sync.RWMutex } func (nm *NotificationManager) AddNotification(userID int, notificationType NotificationType, message string) { nm.mu.Lock() defer nm.mu.Unlock() notification := NewNotification(fmt.Sprintf("notification-%d", time.Now().UnixMicro()), notificationType, message, userID) nm.notifications[userID] = append(nm.notifications[userID], notification) } func (nm *NotificationManager) GetNotificationsForUser(userID int) ([]*Notification, error) { nm.mu.RLock() defer nm.mu.RUnlock() notifications, ok := nm.notifications[userID] if !ok { return nil, fmt.Errorf("user not found") } return notifications, nil }
With NotificationManager, we can notify users of interactions related to their posts, allowing for a more engaging experience. In a production system, notifications could be sent via channels or push notifications.
To simplify interactions between different components, we use the Facade pattern. ActivityFacade combines the functionalities of UserManager, PostManager, and NotificationManager, providing a unified interface for our social media app.
type User struct { type User struct { ID int Name string Email string Password string DisplayPicture *string Bio *string friends map[int]*User posts []*Post } type UserManager struct { users map[int]*User mu sync.RWMutex } func (um *UserManager) AddUser(user *User) { um.mu.Lock() defer um.mu.Unlock() um.users[user.ID] = user fmt.Printf("User added: %d\n", user.ID) } func (um *UserManager) GetUserByID(userID int) (*User, error) { um.mu.RLock() defer um.mu.RUnlock() user, ok := um.users[userID] if !ok { return nil, fmt.Errorf("user not found") } return user, nil } func (um *UserManager) AddFriend(requesterID, receiverID int) error { requester, err := um.GetUserByID(requesterID) if err != nil { return err } receiver, err := um.GetUserByID(receiverID) if err != nil { return err } requester.AddFriend(receiver) receiver.AddFriend(requester) fmt.Printf("Friendship added between users: %d and %d\n", requesterID, receiverID) return nil }
With ActivityFacade, we can streamline user interactions with the platform, reducing the complexity of directly managing each subsystem. This approach makes the code more modular, maintainable, and easier to expand.
In any social media platform, multiple users perform actions simultaneously. Go’s concurrency tools, particularly sync’s RWMutex, are ideal for handling concurrent reads and writes in a safe way.
Using RWMutex, we ensure that multiple users can read posts concurrently, but only one can like or comment at a time, preventing race conditions and data corruption.
Our low-level system design for a social media platform in Go provides a strong foundation for expanding features making it scalable and easy to maintain.
Potential areas for future enhancement include:
For full code implementation, please check the following repository:
Welcome to the Low-Level System Design in Go repository! This repository contains various low-level system design problems and their solutions implemented in Go. The primary aim is to demonstrate the design and architecture of systems through practical examples.
Low-level system design involves understanding the core concepts of system architecture and designing scalable, maintainable, and efficient systems. This repository will try to cover solutions of various problems and scenarios using Go.
The first project in this repository is a Parking Lot System. This system simulates a parking lot where vehicles can be parked and unparked. It demonstrates:
The above is the detailed content of System Design: Building a Simple Social Media Platform in Go. For more information, please follow other related articles on the PHP Chinese website!