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Design Patterns

( WT-1230-180 )


     Course DescriptionBack To Top

Course Offered in Partnership With DigitalThink

This course is for Java and C++ developers with prior experience in object-oriented programming and design who want to learn to use design patterns. Students learn what design patterns are and how they can be used for efficient application development. Students also learn to identify and use the most popular creational, structural, and behavioral patterns. Proficiency with design patterns is reinforced through participation in a course-wide project in which students analyze, design, and write a program simulating traffic flow at an intersection.

This course requires a C++ or Java compiler. It also requires a computer running Windows, Macintosh, or UNIX.

eMentoring Services are included with this course.

  • Course length: 10 hours

  • Course details
        id:      WT-1230-180
        subscription duration:  180 days
        list price:  $  450.00


     
         Languages Offered Back To Top

    This course is currently available in English only.

     
         Who Can Benefit Back To Top

  • Java and C++ developers
  •  
         Prerequisites Back To Top

    To succeed fully in this course, students should be able to:

  • Demonstrate familiarity with object-oriented design and analysis
  • Demonstrate completion of Introduction to Object-Oriented Design
  • Demonstrate familiarity with object-oriented programming in a language like C++ or Java, such as the coverage in the Introduction to Java 2 Bundle or the Introduction to C++ Bundle
  •  
         Skills Gained Back To Top

    Upon completion of this course, you should be able to:

  • Recognize common design patterns in other people's code
  • Choose the right design patterns for your own projects
  • Write flexible, reusable code
  • Abstract object construction with creational patterns
  • Compose objects and classes into larger groupings with structural patterns
  • Decouple objects from their algorithms with behavioral patterns
  •  
         Related Courses Back To Top

  • Before: UML Fundamentals
  •  
         Course Content Back To Top



    Module 1: Course introduction Back To Top

  • Course introduction
  • Prerequisites
  • What you need
  • What to expect
  • Meet your tutors
  • Course project
  • Meet your instructor


  • Module 2: Defining design patterns Back To Top

  • Defining design patterns
  • Designing reusable classes is difficult
  • What is a design pattern?
  • What makes up a design pattern?
  • Why use design patterns?
  • The three types of design patterns
  • Pattern scope
  • Course project, part 2
  • Module wrap-up


  • Module 3: Your first design pattern Back To Top

  • Your first design pattern
  • The elements of a pattern
  • Singleton: intent and motivation
  • Singleton: applicability
  • Singleton: structure
  • Singleton: participants and collaborations
  • Singleton: consequences
  • Singleton: implementation
  • Singleton: known uses
  • Singleton: related patterns
  • Variations
  • Course project, part 3
  • Module wrap-up


  • Module 4: Creational design patterns Back To Top

  • Creational design patterns
  • What is a creational pattern?
  • How do creational patterns help programmers?
  • Common creational patterns
  • Factory Method: motivation
  • Factory Method: structure
  • Factory Method: consequences
  • Course project 4
  • Module wrap-up


  • Module 5: Structural design patterns Back To Top

  • Structural design patterns
  • What is a structural pattern?
  • How do structural patterns help programmers?
  • Common structural patterns
  • Flyweight: motivation
  • Flyweight: applicability
  • Flyweight: structure
  • Flyweight: consequences
  • Course project, part 5
  • Module wrap-up


  • Module 6: Behavioral design patterns Back To Top

  • Behavioral design patterns
  • What is a behavioral pattern?
  • How do behavioral patterns help programmers?
  • Common behavioral patterns
  • Observer: motivation
  • Observer: structure
  • Observer: variations
  • Observer: consequences
  • Mediator: motivation
  • Mediator: applicability
  • Mediator: structure
  • Mediator: consequences
  • Course project, part 6
  • Module wrap-up


  • Module 7: Designing software with design patterns Back To Top

  • Designing software with design patterns
  • Choosing a design pattern
  • General rules for working with patterns
  • Lessons learned from patterns
  • Combining design patterns
  • Limitations of design patterns
  • Course project, part 7
  • Course wrap-up
  • Help us help you learn!

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