DESIGN PATTERNS– GTOD1

Course Description

This advanced Object-Oriented course provides software architects and designers with skills to create high quality object-oriented designs exhibiting improved flexibility, reduced maintenance costs, and with increased understanding of the resulting code. Participants learn more than 30 object-oriented patterns, including the 23 micro-architectures in “Design Patterns: Elements of Reusable ObjectOriented Software,” by Gamma, Helm, Johnson, and Vlissides (the gang-of-four, or GoF book). Application examples and code snippets are provided to illustrate the patterns and the rationale for using that pattern in a given situation.

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Duration

4 days

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Target Audience

Software architects and designers requiring advanced design skills.

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Course Prerequisites

Object-Oriented Analysis & Design-UML (course below) or equivalent experience is required as well as at least 6 months experience programming with an object-oriented programming language.

If you have any questions or doubts as to whether you meet the pre-requisites for this course, or indeed are wondering which course best suits you, please consult with us to discuss your suitability for course attendance.

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Suggested Follow on Courses

Please contact us for further details.

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Course Content

1. Design Pattern Overview

Objectives in Software Design/Module

Design

Overview of Patterns

Qualities of a Pattern

Pattern Systems

Heuristics vs. Patterns

2. Principles of Object-Oriented Design

Overview of Principles

Single-Responsibility Principle (SRP)

Open-Closed Principle (OCP)

Tell vs. Ask

Command/Query Separation (CQS)

Composed Method

Combined Method

Liskov Substitution Principle (LSP)

Dependency Inversion Principle (DIP)

Interface Segregation Principle (ISP)

Law of Demeter

3. Principles of Package Architecture

Package Cohesion Principles

Package Coupling Principles

Martin Package Metrics

4. Basic Object-Oriented Design Patterns

Delegation vs. Inheritance

Interface

Immutable

Null Object

Marker Interface 1

General Responsibility Assignment

Software Patterns

5. Catalog of GoF Patterns

Overview of GoF Patterns

Introduction to Creation Patterns

Factory Method

Abstract Factory

Builder

Prototype

Singleton

Introduction to Structural Patterns

Adapter

Decorator

Proxy

Facade

Composite

Flyweight

Bridge

Introduction to Behavioral Patterns

Chain of Responsibility

Iterator

Strategy

Template Method

Mediator

Observer

Memento

Command

State

Visitor

Interpreter

6. Other Micro-Architecture and System Patterns

Object Pool

Worker Thread

Dynamic Linkage

Cache Management

Type Object

Extension Object

Smart Pointer (C++)

Session

Transaction

7. Concurrency Patterns

Single Threaded Execution

Guarded Suspension

Balking

Scheduler

Read/Write Lock

Producer/Consumer

Two-Phase Termination

Double-Checked Locking

8. Patterns-Oriented Software Architecture

Systems of Patterns

Architectural Patterns

Layers Architecture

Pipes & Filters Architecture

Blackboard Architecture

Broker

Model-View-Controller

Presentation-Abstraction-Control

Reflection

Microkernel

Catalog of J2EE Patterns

J2EE Pattern Relationships

9. Selected Process Patterns (from PLoP)

The Selfish Class

Patterns for Evolving Frameworks

Patterns for Designing in Teams

Patterns for System Testing

10. Selected Anti-Patterns

Stovepipe System

Stovepipe Enterprise

Reinvent the Wheel

Golden Hammer

Death by Planning

Death March Projects

Additional Management Anti-Patterns

11. Patterns Summary

Also Discussed:

12. UML Review

13. C# Code Examples for GoF

14. Maze Game Java Code

15. Possible Solutions for Exercises

16. Diagram Worksheets

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