Design patterns syllabus
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Transcript of Design patterns syllabus
1
Effective Pattern Based Design
6/1/2013
Description This course is designed to:
o Familiarize participants with effective and efficient usage of Software Patterns. o Provide participants with practice and tools to design and understand Software Systems.
Methodology The participants will learn and practice using the Design Patterns - general reusable solution to a commonly occurring problem in software design. The participants will learn twenty-three (23) classic Design Patterns. Prerequisites The course is intended for software experts that have at least two years industrial strength experience
with Object Oriented programming languages such as C#, C++ or Java.
Course Objectives Participants will understand and master the patterns. There are various exercises and workshops during the course to enforce and strengthen the tools and practices learned.
Table of Contents
1. Introduction
In this section the students review and brush up on both the fundamental and the advanced topics of Object Oriented Design. The intent is to align students’ knowledge to the course demands and introduce them to the topic. What are Patterns? Object Oriented basics UML basics Introduction to Patterns Refactoring
2. Design Patterns
In this section the students will learn the classic 23 Gang of Four patterns Creational Patterns
o Singleton o Abstract Factory
2
o Prototype o Factory Method o Builder
Structural Patterns o Adapter o Bridge o Composite o Decorator o Façade o Flyweight o Proxy
Behavioral Patterns o Chain of Responsibility o Command o Interpreter o Iterator o Mediator o Memento o Observer o State o Strategy o Template Method o Visitor
3. Workshop
Intensive workshop where the students will design complex E-Commerce application using the patterns they learnt in class.