Design Patterns Training in Syracuse

Enroll in or hire us to teach our Design Patterns class in Syracuse, New York by calling us @303.377.6176. Like all HSG classes, Design Patterns may be offered either onsite or via instructor led virtual training. Consider looking at our public training schedule to see if it is scheduled: Public Training Classes
Provided there are enough attendees, Design Patterns may be taught at one of our local training facilities.
We offer private customized training for groups of 3 or more attendees.

Course Description

 

This advanced Object-Oriented course provides software architects and designers with skills to create high quality object-oriented designs exhibiting improved flexibility, reduced maintenance costs, and with increased understanding of the resulting code. Participants learn more than 30 object-oriented patterns, including the 23 micro-architectures in "Design Patterns: Elements of Reusable Object-Oriented Software", by Gamma, Helm, Johnson, and Vlissides (the gang-of-four, or GoF book). Application examples and code snippets are provided to illustrate the patterns and the rationale for using that pattern in a given situation.

Course Length: 4 Days
Course Tuition: $1690 (US)

Prerequisites

Object-Oriented Analysis & Design-UML or equivalent experience. At least 6 months experience programming with an object-oriented programming language.

Course Outline

 

Course Introduction
Course Objectives
Course Overview
Suggested References

Design Pattern Overview
Objectives in Software Design/Module Design
Overview of Patterns
Qualities of a Pattern
Pattern Systems
Heuristics vs. Patterns

Principles of Object-Oriented Design
Overview of Principles
Single-Responsibility Principle (SRP)
Open-Closed Principle (OCP)
Tell vs. Ask
Command/Query Separation (CQS)
Composed Method
Combined Method
Liskov Substitution Principle (LSP)
Dependency Inversion Principle (DIP)
Interface Segregation Principle (ISP)
Law of Demeter

Principles of Package Architecture
Package Cohesion Principles
Package Coupling Principles
Martin Package Metrics

Basic Object-Oriented Design Patterns
Delegation vs. Inheritance
Interface
Immutable
Null Object
Marker Interface 1
General Responsibility Assignment Software Patterns

Catalog of GoF Patterns
Overview of GoF Patterns
Introduction to Creation Patterns
Factory Method
Abstract Factory
Builder
Prototype
Singleton
Introduction to Structural Patterns
Adapter
Decorator
Proxy
Facade
Composite
Flyweight
Bridge
Summary of Structural Patterns
Introduction to Behavioral Patterns
Chain of Responsibility
Iterator
Strategy
Template Method
Mediator
Observer
Memento
Command
State
Visitor
Interpreter
 Other Micro-Architecture and System Patterns
Object Pool
Worker Thread
Dynamic Linkage
Cache Management
Type Object
Extension Object
Smart Pointer (C++)
Session
Transaction

Concurrency Patterns
Single Threaded Execution
Guarded Suspension
Balking
Scheduler
Read/Write Lock
Producer/Consumer
Two-Phase Termination
Double-Checked Locking

Patterns-Oriented Software Architecture
Systems of Patterns
Architectural Patterns
Layers Architecture
Pipes & Filters Architecture
Blackboard Architecture
Broker
Model-View-Controller
Presentation-Abstraction-Control
Reflection
Microkernel
Catalog of J2EE Patterns
J2EE Pattern Relationships

Selected Process Patterns (from PLoP)
The Selfish Class
Patterns for Evolving Frameworks
Patterns for Designing in Teams
Patterns for System Testing

Selected Anti-Patterns
Stovepipe System
Stovepipe Enterprise
Reinvent the Wheel
Golden Hammer
Death by Planning
Death March Projects
Additional Management Anti-Patterns

Patterns Summary
Appendix A: UML Review
Appendix B: C Code Examples for GoF
Appendix C: Maze Game Java Code
Appendix D: Possible Solutions for Exercises
Appendix E: Diagram Worksheets

Course Directory [training on all levels]

Upcoming Classes
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Interesting Reads Take a class with us and receive a book of your choosing for 50% off MSRP.