IT / Programming / Oracle / Java / Design Patterns

Java - Design Patterns

Details

ID 2757633
Classroom 2 days
Webinar 4 days
Method Lecture with examples and exercises.
Prequisite Java Basics
Audience Programmers, Web developers

Services:

  • Lunch / Catering
  • Assistance for hotel / travel bookings
  • Comelio certificate
  • Flexible: Free cancellation up until 10 days before the training

Summary

A design pattern is a general reusable solution to a commonly occurring problem within a given context in software design. A design pattern is not a finished design that can be transformed directly into source or machine code. It is a description or template for how to solve a problem that can be used in many different situations. Patterns are formalized best practices that the programmer must implement themselves in the application. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. This training presents a selection of the GoF (Gang of Four) patterns which can be used in Java and all other object-oriented programming languages. After the training you will be capable of defining the basic usage scenarios and situations where these patterns can be helpful and you will be able to apply these patterns to real-world design problems.

Training Dates

  • 2020-Nov-09 - Nov-12
  • 2021-Jan-18 - Jan-21
  • 2021-Mar-29 - Apr-01
  • 2021-Jun-07 - Jun-10

650 EUR +VAT

Location | Enrollment


Agenda

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.)

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.)

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.)

Trainer

Herr Karsten Thüer studierte Angewandte Informatik an der Fachhochschule Gelsenkirchen mit dem Schwerpunkt Betriebliche Informationssysteme. Er arbeitet seit mehr fast 10 Jahren als Projektleiter und Berater/Trainer für Software-Entwicklung mit Java-Technologien.

Projects

Projektleitung und Koordination eines ERP-Systems zur Distribution und Verwaltung von Online-Werbung. Programmierung und Co-Projektleitung eines Trouble-Ticket-Systems mit Inventarisierung für pädagogische Einrichtungen. Machbarkeitsstudie über die Entwicklung eines Open-Source CRM-Systems. Projektplanung und Controlling eines Open-Source CRM-Systems für mittelständische Unternehmen. Prozessanalysen und Aufwandsschätzung für ein SAP/R3 System im Rohstoffsektor. Co-Projektleitung, Architektur- und Designentwicklung sowie Programmierung eines sozialen Netzwerkes für den Einsatz im Intranet bei mittelständischen Unternehmen. Koordination und Entwicklung einer FX-Trading Plattform. Leitung und fachliche Architektur eines Führungsprozess-Portals