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Course Outline

Introduction

  • Patterns and tiered architectures
  • Describing patterns
  • Design patterns and software design
  • Identifying and selecting design patterns
  • Implementing design patterns

Recognized Patterns

Object Creation

  • Factory
  • Builder
  • Factory Method
  • Prototype
  • Singleton

Structural Patterns

  • Adapter
  • Bridge
  • Composite
  • Decorator
  • Facade
  • Flyweight
  • Proxy

Behavioural Patterns

  • Chain of Responsibility
  • Command
  • Interpreter
  • Iterator
  • Mediator
  • Memento
  • Observer
  • State
  • Strategy
  • Template Method
  • Visitor
  • Observer

Developing Patterns

  • Deciding whether to use patterns
  • Formalizing pattern descriptions
  • Structuring the pattern catalogue
  • Specific goals versus abstracted goals
  • Sharing your patterns with the broader community

Requirements

Proficiency in UML and at least one object-oriented programming language, such as C++, C#, Java, VB.NET, or PHP 8 or higher, is required.

 14 Hours

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