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At Appextech, most programs have been designed to blend traditional academic content with applied learning concepts taught in a laboratory environment in order to help students prepare for career opportunities involving technology.
Course Objectives:
After completing this course, participants will be able to:
- Understand the principles of using design patterns
- Understanding the architectural relevance of patterns
- Understand commonly used design patterns and be able to recognize and implement them.
- Choose the right design patterns for their own projects
- Write flexible, reusable code.
- Architect flexible, reusable component and maintainable Java EE applications
Prerequisite: UML, OOPS concepts.
Preferred: Experienced programmers with a strong Java background. Understanding of distributed architecture.
Hands on: Though concepts will be generic enough but hands on will be in Java.
Course contents:
- UML Concepts
- Association
- Aggregation
- Composition
- OOPS concepts in Design pattern relevance.
- Abstraction
- Encapsulation
- Inheritance
- Design pattern terminologies and concepts.
- Static/Dynamic Binding etc.
- Creational Patterns
- Factory Method: Apply object-oriented principles and concepts to object creation
- Abstract Factory: Use a factory approach when dealing with families of related objects
- Builder: Encapsulate creation as a sequence of steps
- Prototype: Simplify object creation in complex scenarios
- Singleton: Create single instance of the class
- Structural Patterns
- Adapter: Interfacing incompatible classes
- Composite: Simplify implementing tree-like collections by defining operations which work for single and tree collections
- Decorator: Encapsulate implementing additional responsibilities related to a common interface
- Facade: Hide the complexity of a system behind a simple interface
- Proxy: Hide the complexity of accessing an object
- Bridge: Support abstractions/contracts and implementations to be extended independently
- Flyweight: Allow large numbers of similar objects to be represented by one object (and some state)
- Behavioural Patterns
- Command: Encapsulate a request as an object
- Observer: Support loose-coupling between a subject and an observer
- State: Encapsulate and simplify implementation of systems with fundamentally state-based behaviour.
- Strategy: Encapsulate and simplify implementation of systems with fundamentally algorithm-based behaviour.
- Template: Encapsulate alternative system
- Hands on to apply design pattern.
- design pattern course material is modular and may be tailored depending on business requirement.
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