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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

  • Understand the fundamental principles of object design.
  • Apply the fundamental rules for dividing an application into a package.
  • Apply the principles for constructing application classes.
  • Learn to implement the main Design Patterns.
  • Training program

      • Reminder of the fundamental notions of OOP programming and UML.
      • UML notation diagrams.
      • Its contributions for design.
      • The challenges of design.
      • Reuse through inheritance.
      • 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.
      • 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.
      • 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.
      • 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 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 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.
    • 929
    • 14 h

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