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training duration icon Design Patterns - Design Patterns (GoF)

Duration: 2 Days
Delivery Type: Classroom
Target Audience: Programmers, software architects, managers,
Course Number: 2020940
Method: Lecture with examples and exercises.
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Topicsss

A. Creational Patterns

Abstract Factory (Provide an interface for creating families of related or dependent objects without specifying their concrete classes.) - Builder (Separate the construction of a complex object from its representation allowing the same construction process to create various representations.) - Factory Method (Define an interface for creating a single object, but let subclasses decide which class to instantiate.) - Prototype (Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.) - Singleton (Ensure a class has only one instance, and provide a global point of access to it.)

B. Structural patterns

Adapter (Convert the interface of a class into another interface clients expect.) - Bridge (Decouple an abstraction from its implementation allowing the two to vary independently.) - Composite (Compose objects into tree structures to represent part-whole hierarchies.) - Decorator (Attach additional responsibilities to an object dynamically keeping the same interface.) - Facade (Provide a unified interface to a set of interfaces in a subsystem.) - Flyweight (Use sharing to support large numbers of similar objects efficiently.) - Proxy (Provide a surrogate or placeholder for another object to control access to it.)

C. Behavioral Patterns

Chain of Responsibility (Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request.) - Command (Encapsulate a request as an object, thereby letting you parameterize clients with different requests.) - Interpreter (Given a language, define a representation for its grammar along with the interpreter.) - Iterator (Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.) - Mediator (Define an object that encapsulates how a set of objects interact.) - Memento (Without violating encapsulation, capture and externalize an object's internal state allowing the object to be restored to this state later.) - Observer (Define a one-to-many dependency between objects where a state change in one object results in all its dependents being notified and updated automatically.) - State (Allow an object to alter its behavior when its internal state changes.) - Strategy (Define a family of algorithms, encapsulate each one, and make them interchangeable.) - Template Method (Define the skeleton of an algorithm in an operation, deferring some steps to subclasses.) - Visitor (Represent an operation to be performed on the elements of an object structure.)

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