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by Allen Holub
Design patterns do not exist splendid isolation. In the real world patterns overlap one another and interact in complex ways. This class takes a unique approach to teaching patterns by analysing a real computer program in terms of the patterns used to implement it.
We’ll look at how the design patterns are actually used in practice, and see how the strengths and weaknesses of the patterns play off one another. You’ll also get a chance to see how real-world realisations of the patterns can differ from the Gang-of-Four examples and how a given pattern can be implemented in various ways.
The examples are in Java, but C++ and C# programmers should have no problem following along. Some familiarity with the Gang-of-Four patterns is assumed, however (you should, at minimum, be able to identify them by name).
by Allen Holub
Without good OO structure, Agile development, which mandates constant refactoring, fails. Design Patterns help by providing classes of solutions to common programming problems. Patterns, however, are usually presented in a catalogue format that gives you no feeling for how the patterns are actually applied in the real world, where the patterns interact in complex ways.
This class discusses both good object oriented structure and the most commonly used design patterns, using an in-depth analysis of real code that demonstrates how the patterns work in context. We’ll also cover interface-based design and the make up of a well-structured object and class hierarchy.
The extensive code examples are in Java, but they should present no problem to C++ or C# programmers.
18th–21st October 2011