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.