Description
This training will allow you to acquire operational skills in application design and gain productivity through the use of patterns.
Who is this training for ?
For whom ?Architect. Project Manager. Analyst. Designer/developer. Method manager.
Prerequisites
Training objectives
Training program
- Design presentation
- - Reminder of the fundamental notions of OOP programming and UML.
- - UML notation diagrams.
- - Its contributions for design.
- - The challenges of design.
- - Reuse through inheritance.
- Fundamentals of Object Design
- - The evolution strategy with the opening/closing principle (OCP).
- - The Liskov substitution principle (LSP).
- - The concept of polymorphism.
- - The impact of Object design on the life cycle of projects.
- - Practical work Illustration of the division of responsibilities between classes.
- Principles of organizing into packages
- - The package as a design unit.
- - Principles of delivery/reuse equivalence (REP) and common reuse (CRP).
- - Division of packages thanks to the common closure principle (CCP).
- - Organization between packages: principles of acyclic dependencies (ADP) and dependency/stability relationship (SDP).
- - Practical work Building and prioritizing packages.
- Principles of class construction
- - The reasoned management of dependencies with dependency inversion (DIP).
- - The reduction of apparent complexity by the separation of interfaces (ISP).
- - The distribution of responsibilities with the principle of GRASP.
- Principes des Design Patterns
- - The technical principles of designing an Object application.
- - Origin and scope of patterns.
- - The advantages and limitations of Design Patterns.
- - Resolve recurring problems and ensure the sustainability of developments.
- Principes des Design Patterns
- - The technical principles of designing an Object application.
- - Origin and scope of patterns.
- - The advantages and limitations of Design Patterns.
- - Resolve recurring problems and ensure the sustainability of developments.
- The founding patterns of Gamma and GoF
- - The pattern catalog of the "band of four".
- - The objectives and advantages.
- - Isolate the creation of objects from their use.
- - Refine the assignment of responsibilities using behavioral patterns.
- - Improve the structuring of classes.
- - Practical work Example of design and programming with patterns GoF.