Boost your Java programming skills by taking this content-rich and hands on fully featured training course to learn design patternsThis course is beiing updated with coding exercises and new content. Design patterns are reusable pieces of code patterns that solve common problems in Java applications. In this course you will learn how to identify and implement design pattern in Java. You will learn how to apply these patterns to solve common design issues and learn to write flexible and maintainable code.
Boost your Java programming skills by taking this content-rich and hands on fully featured training course to learn design patternsThis course is beiing updated with coding exercises and new content. Design patterns are reusable pieces of code patterns that solve common problems in Java applications. In this course you will learn how to identify and implement design pattern in Java. You will learn how to apply these patterns to solve common design issues and learn to write flexible and maintainable code.
This course will give you insight in the more than 20+ design patterns from the book "Design Patterns: Elements of Reusable Object-Oriented Software", by Gamma, Helm, Johnson and Vlissides, which is considered the reference on the subject.
For each pattern a clear example is given to understand the problem the pattern will solve, as well as its advantages and disadvantages. You will be able to practically understand how the pattern works with the detailed included Java lessons.
At the end of this course, you will be able to
Identify common problems in your code
Apply the correct design pattern
Talk with colleagues using a common vocabulary (and be a hero)
Implement a better object oriented solution that is a lot more maintainable and readable
- All of the video lectures are download-enabled. If you have a slow internet connection, or want to take this course with you on your laptop, smartphone or other portable device, sign up and download all the videos and other course materials now.
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What are design patterns and why should you care? In this introduction i'll give you an overview off all the things you need to know before starting this course.
In the case study we'll look at a real life scenario where we can apply several design patterns.
To build our 3D editor, we must define a correct document or data structure. In this practical Java session we'll go through the different options of defining that structure and how we can implementing it.
Let's look at the way we can render our images in the 3D editor, which are the main problems we must solve and how we can practically solve them using a strategy pattern. In this hands on session we will practically build our mini rendering program.
How can we efficiently capture user action in the 3D editor? In this session we'll create a system that implements the command pattern to capture user actions.
We face an issue when we want to deploy our 3D editor on multiple operating systems. In this session we'll implement a system that reduces the complexity of the extra platforms by using the Bridge pattern.
In this lecture we'll discuss the focus points of the creational patterns and walk through the five patterns which are described in the "Gang of four: Elements of re-usable design" book.
In this lecture we'll describe the problem of a complex system that can benefit from the singleton pattern. We'll explain the theory behind the singleton pattern: when can we use it, what does it solve and the different options of implementing it.
How can you abstract a complex system? In this lecture we'll practically handle the case of a billing system and improve the overall design by using the singleton pattern.
Image you have an application which connects to three different databases. How can you avoid duplicating code when you want to query all three of them?
In this Java session we'll program the example given in the builder pattern theory. We'll create a fictional program that connects to three different databases. After this session the practical implication of the builder pattern will be clear.
In this lecture we'll discuss how the the factory method can delegate the object creation to other classes. We'll see how this pattern can improve our design when creating a re-usable framework.
With this hands on session we'll create a framework that relies on the factory method for object creation.
In the Abstract Factory lecture, a case is brought to support an application with multiple themes. By this illustration it'll be clear when you can use it and how it can improve the overall design.
How can we support an application that support multiple themes? In this lecture we'll build this framework in Java, illustrate some problems and fix it with the abstract factory pattern.
The prototype pattern creates objects by cloning others. What this exactly means will be explained in this lecture.
This quiz presents a number of design problems and to goal is to choose which creational pattern will solve them.
In this lecture we'll discuss the focus points of the structural patterns and walk through the seven patterns which are described in the "Gang of four: Elements of re-usable design" book.
With the façade pattern we'll see how a complex system can be abstracted by using a façade. A complex financial system is given as an illustration to comprehend how the façade pattern can enlighten the overall design.
This session shows how easy it can be to use a façade pattern to hide a complex system. We will program a fictional financial system and use the façade pattern to abstract it.
Ever wanted to use a class from another framework, but were faced with incompatible interfaces? In this lecture we'll discuss this problem and how the adapter pattern provides an elegant solution.
In this practical session we'll do a little geometry. We'll program a rectangle adapter to be able to adapt from the old to the new geometry classes.
The decorator pattern works great when building user interface design. In this lecture we'll discuss an example when the decorator pattern really pays off. We'll also consider when to use this pattern and the main pros and cons.
In the hands on session of the decorator patten, we'll build a small GUI framework and improving it's design by using this pattern.
This lecture handles the bridge pattern. We'll discuss how the bridge pattern can improve the overall design based on loose coupling an interface from its implementation.
Sometimes it's necessary for a client to uniformly treat tree objects. This lectures covers how the composite pattern helps to solve this issue.
In this session we'll effectively build a tree based on graphic objects. We apply the composite pattern so clients can simplify their code.
In this lecture we'll discuss the case where we want to dynamically load images of an application. We go through the various points where the proxy pattern comes in handy.
It's time to dynamically load images. This hands on session covers how the proxy pattern can be used to remain the overall code by adding dynamic behaviour to the application.
Ever having an issue where your application is slow because it uses too much memory for thousand of objects? The flyweight pattern allows you to reuse these objects and gain a drastic performance improvement.
In this hands on session, we'll build a small word process to illustrate how the flyweight pattern really improves the overall memory performance of an application.
In this lecture we'll discuss the focus points of the behavioral patterns and walk through the eleven patterns which are described in the "Gang of four: Elements of re-usable design" book.
This lecture illustrates how the command pattern really captures user or system actions. When should we apply this pattern and what are the pros and cons, it can all be found in this session.
By using the strategy pattern we can encapsulate an algorithm in an object. We'll discuss a sample chess application that that benefits from applying the strategy pattern.
It's time to implement the strategy pattern in a fictional chess application.
In this chapter we're going to discuss the inversion of control pattern. We'll start with a problem statement and move our way to the patten details.
What is a Transfer object? When is it interesting to use one? Learn all about it in this chapter.
This lecture gives an overview of all the patterns in the Architectural Patterns section.
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