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Java Design Patterns

J7 - Version:3
In this course, programmers will be introduced to ideas and techniques commonly referred to as Java language patterns. Patterns are reusable solutions to recurring problems arising during software development. This course will introduce the programmer to common patterns and their implementation in the Java language. Patterns will be associated with their uses within the Java API, followed by design and implementation exercises to correlate several design patterns. To make the best from the course, the first day will be devoted to some java language core issues such as reflection and memory management. The course starts with a “Pitfalls” section in which we will discuss some common misunderstandings in the Java language, clarify them and learn how to avoid them.
Intended audience
This course is intended for Java programmers, Java designers and Object Oriented analysts that need to design system-level, software-level or module-level components to be implemented in the Java programming language.
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  • Java Pitfalls

    • Common Java pitfalls and how to avoid them
    • Equals(…) vs. = =
    • Cloning objects
  • Memory Management

    • GC Overview.
    • The finalize method
    • Using reference objects
  • The reflection mechanism

    • The java.lang.Class
    • Dynamic instantiation
    • Method invocation.
    • Design Issues and limitations.
  • Introduction to Design Patterns
  • Design Principles

    • The Open-Closed Principle
    • Dependency Inversion Principle
    • Interface Segregation Principle
    • Single Responsibility Principle
    • Liskov Substitution Principle & Design by Contract
  • UML Overview

    • Introduction to models
    • Class diagrams
    • Association
    • Aggregation
    • Generalization
  • Fundamental design patterns

    • Delegation
    • Strategy
    • Interface
    • Immutable
    • Marker interface
    • Proxy
    • The Dynamic Proxy class
  • Creational patterns

    • Singleton
    • Factory method
    • Abstract factory
    • Object pool
    • The Prototype Pattern
  • Structural Patterns

    • Composite
    • Adapter
    • Iterator
    • Fa?ade
    • Decorator
    • Bridge
    • Double Dispatch idiom
  • Behavioral Patterns

    • Command
    • Template method
    • State
    • The Flyweight Pattern
    • Observer
    • Visitor
  • Appendix 1. Design Patterns Catalog
  • Appendix 2. References.
  • At least four months of Experience with Java Programming
  • Fundamental knowledge of software design principles
  • Learn what design patterns are useful for
  • Java programmers will associate the ideas with a real-life usage of patterns
  • Java programmers will be able to apply design patterns in their design work and implement them in the Java programming language
  • Get to know the advanced topics pertinent to Java programming
  • Learn to avoid common design and implementation mistakes and pitfalls
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