Infiniteskills_Design_Patterns_in_the_Real_World_an_Analysis-Based_Approach

الگوهای طراحی (Design Patterns) الگوها و مستنداتی از روش‌های حل برای مشکلات رایج در برنامه‌نویسی شی‌گرایی هستند. الگوهای طراحی راه حلی برای مسایلی می باشد که دایما در محیط اطراف رخ می‌دهد، از این رو می‌توان بدون دوباره کاری در آینده مسایل را با سرعت بالاتری حل نمود.

این دوره Design Patterns در دنیای واقعی و تجزیه و تحلیل مبتنی بر داده ها را آموزش می دهد. در این آموزش تصویری نحوه ساخت الگوهای طراحی و استفاده از آن را می آموزید.
این دوره آموزشی محصول موسسه InfiniteSkills است.

سرفصل های دوره:

  • الگوهای طراحی چیست؟
  • کار با دامنه
  • کار با الگوهای ساختاری
  • نحوه ساخت کلاس ها
  • آشنایی با Decorator
  • معرفی Bridge
  • ساخت نمونه اولیه
  • نحوه ترکیب موارد
  • معرفی Flyweight
  • کار ب پروکسی ها
  • کار با فرامین
  • نحوه کار با الگوهای رفتاری
  • زنجیره ای از مسئولیت ها
  • کار با دستورات خارجی
  • کار با Observer
  • نحوه تست الگوها
  • و…

عنوان دوره: InfiniteSkills Design Patterns in the Real World, an Analysis-Based Approach
مدت زمان: 7 ساعت
نویسنده: Allen Holub


توضیحات:

InfiniteSkills Design Patterns in the Real World, an Analysis-Based Approach

7 hours
Allen Holub

In this project-based Design Patterns in the Real World, an Analysis-Based Approach video tutorial series, you'll quickly have relevant skills for real-world applications.
Follow along with our expert instructor in this training course to get:
Concise, informative and broadcast-quality Design Patterns in the Real World, an Analysis-Based Approach training videos delivered to your desktop
The ability to learn at your own pace with our intuitive, easy-to-use interface
A quick grasp of even the most complex Design Patterns in the Real World, an Analysis-Based Approach subjects because they're broken into simple, easy to follow tutorial videos
Alan Holub takes coders deep into the reality of Gang-of-Four design patterns, those reusable guides to common object-oriented design problems. He deconstructs two significant software programs (Mel Conway's "Game of Life" and a SQL interpreter) to demonstrate how design patterns work and interact in complex ways, share classes with other patterns, and have pros and cons. Each of the three primary design pattern categories, creational, structural, and behavioral are discussed and illustrated.
Discover what design patterns are and when they are used in the Agile environment
Exercise better control over object creation using the Factory, Builder, Singleton, Abstract, and Prototype design patterns
Identify easier ways to realize relationships between entities using the Adapter, Decorator, Bridge, Facade, Composite, Flyweight, and Proxy design patterns
Recognize common communication patterns between objects using the Template Method, Command, Chain of Responsibility, Iterator, Observer, Visitor, Mediator, Memento, Strategy, and State design patterns
Examine the Active Object design pattern, an architectural solution to problems inherent in multi-threading
Understand how the strengths and weaknesses of design patterns play off one another
Learn how a given pattern can be implemented in various ways
Alan Holub is one of the world's top experts in object-oriented design techniques. His clients include Autodesk, Microsoft, Stanford Linear Accelerator, Lawrence Berkeley Laboratory, Genentech, Sybase, and many more. He describes himself as fully buzzword compliant, which is another way of saying that there isn't a programming language, acronym, or meme existent that he hasn't used, wrestled with, taught or blogged about during his thirty-six year software development journey.

01. Introduction
Introduction
What Is A Design Pattern?
02. Creational Patterns
Template Method
0202 Builder: Separating the UI from the Domain Object
0203 Singleton and Utility
0204 Abstract Factory
03. Structural Patterns
0301 Class and Abstract Adapters
0302 Decorator
0303 Bridge
0304 Facade
0305 Prototype and Composite
0306 Flyweight and Flyweight Pool
0307 Proxy
0308 Command
04. Behavioral Patterns
0401 Strategy
0402 The Chain of Responsibility
0403 Iterators (Internal and External)
0404 Observer
0405 Mediator
0406 Memento
0407 State
0408 Active Object