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Design Patterns for Java_5Days

The Design Patterns Training course focuses on Object-Oriented Design techniques and the implementation of various design patterns in JAVA. It covers fundamental and advanced design strategies, including Creational, Structural, and Behavioral patterns, through a mix of lectures and practical exercises. The course is aimed at Technical Leads, Software Architects, and Developers with at least three years of JAVA experience and spans five days.

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Mukram Khan
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0% found this document useful (0 votes)
5 views6 pages

Design Patterns for Java_5Days

The Design Patterns Training course focuses on Object-Oriented Design techniques and the implementation of various design patterns in JAVA. It covers fundamental and advanced design strategies, including Creational, Structural, and Behavioral patterns, through a mix of lectures and practical exercises. The course is aimed at Technical Leads, Software Architects, and Developers with at least three years of JAVA experience and spans five days.

Uploaded by

Mukram Khan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Design Patterns for JAVA

This Design Patterns Training will familiarize you with all the fundamental and advanced
techniques of Object-Oriented Design. You will learn how to consider any Object Design
situation, identify all its concepts and relationships, and model them. Furthermore, you'll
learn advanced Design strategies based on the most powerful Design Patterns. It will lay the
ground to implement these patterns in an Object-oriented language like JAVA. This is a
background all professional, serious developers should have. Without it, OO development
requires hard labor but brings very little reward. Sessions offer a very balanced blend of
lectures and exercises; it renders the learning process attractive, interactive, and very
thorough.

Note: This course's contents duration, and various options can be adapted to your
specific needs.
Objectives:
This course will familiarize you with:
 The concepts of Objects, Classes, their relationships and how to model them.
 The fundamental techniques of Object Design.
 The main Design Patterns:
 Creational Patterns
 Structural Patterns
 Behavioral Patterns
 When to use Design Patterns, as opposed to "reinventing the wheel".
 The criteria to decide which pattern(s) to use.
 How to implement any object design and patterns in JAVA.
Target Audience
 Technical Leads
 Software Architects
 Developers.
Prerequisites :
Must have worked on JAVA at least for 3 years.
Duration

5 Days

Day 1
Introduction, MVC, Roles, Interface-vs-Implementation
 Problem - a description of a common software engineering problem.
 Solution - a description of the "best practice" way to solve that problem.
 Setup - JAVA code sample that creates objects.
 Use - JAVA code sample that uses objects.
 Classes - JAVA header files and source files for the classes in the solution.
 Design Pattern - a description of what makes this a "design pattern"
 When To Use (this pattern)
 Makes It Easier To ...
 References to the literature
 Lab instructions

The Factory Method Design Pattern


 Problem - a description of a common software engineering problem.
 Solution - a description of the "best practice" way to solve that problem.
 Setup - JAVA code sample that creates objects.
 Use - JAVA code sample that uses objects.
 Classes - JAVA header files and source files for the classes in the solution.
 Design Pattern - a description of what makes this a "design pattern"

[Link]
 When To Use (this pattern)
 Makes It Easier To ...
 References to the literature
 Lab instructions

The Singleton Design Pattern


 Problem - a description of a common software engineering problem.
 Solution - a description of the "best practice" way to solve that problem.
 Setup - JAVA code sample that creates objects.
 Use - JAVA code sample that uses objects.
 Classes - JAVA header files and source files for the classes in the solution.
 Design Pattern - a description of what makes this a "design pattern"
 When To Use (this pattern)
 Makes It Easier To ...
 References to the literature
 Lab instructions

The Mediator Method Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

Day 2

The Abstract Factory Design Pattern


 Problem - a description of a common software engineering problem.
 Solution - a description of the "best practice" way to solve that problem.
 Setup - JAVA code sample that creates objects.
 Use - JAVA code sample that uses objects.
 Classes - JAVA header files and source files for the classes in the solution.
 Design Pattern - a description of what makes this a "design pattern"
 When To Use (this pattern)
 Makes It Easier To ...
 References to the literature
 Lab instructions

The Proxy Design Pattern


 Problem - a description of a common software engineering problem.
 Solution - a description of the "best practice" way to solve that problem.
 Setup - JAVA code sample that creates objects.
 Use - JAVA code sample that uses objects.
 Classes - JAVA header files and source files for the classes in the solution.
 Design Pattern - a description of what makes this a "design pattern"
 When To Use (this pattern)
 Makes It Easier To ...
 References to the literature
 Lab instructions

The Composite Design Pattern


 Problem - a description of a common software engineering problem.
 Solution - a description of the "best practice" way to solve that problem.
 Setup - JAVA code sample that creates objects.

[Link]
 Use - JAVA code sample that uses objects.
 Classes - JAVA header files and source files for the classes in the solution.
 Design Pattern - a description of what makes this a "design pattern"
 When To Use (this pattern)
 Makes It Easier To ...
 References to the literature
 Lab instructions

The Flyweight Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Iterator Method Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

Day 3

The Interpreter Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Visitor Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Chain of Responsibility Design Pattern


* Problem - a description of a common software engineering problem.

[Link]
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Memento Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Strategy Method Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

Day 4

The Command Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The State Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

[Link]
The Decorator Design Pattern
 Problem - a description of a common software engineering problem.
 Solution - a description of the "best practice" way to solve that problem.
 Setup - JAVA code sample that creates objects.
 Use - JAVA code sample that uses objects.
 Classes - JAVA header files and source files for the classes in the solution.
 Design Pattern - a description of what makes this a "design pattern"
 When To Use (this pattern)
 Makes It Easier To ...
 References to the literature
 Lab instructions

The Observer Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Bridge Method Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

Day 5

The Adapter Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Facade Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature

[Link]
* Lab instructions

The Template Method Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Prototype Method Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

The Builder Method Design Pattern


* Problem - a description of a common software engineering problem.
* Solution - a description of the "best practice" way to solve that problem.
* Setup - JAVA code sample that creates objects.
* Use - JAVA code sample that uses objects.
* Classes - JAVA header files and source files for the classes in the solution.
* Design Pattern - a description of what makes this a "design pattern"
* When To Use (this pattern)
* Makes It Easier To ...
* References to the literature
* Lab instructions

[Link]

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