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Learning Design Patterns

Object-Oriented Design is a science and an art at the same time. Becoming a master of object-oriented technology requires experience and time. We can flatten the learning curve by teaching the classic design patterns that have laid the foundation of object-oriented design in our time. Patterns are introduced with the help of aids, models, examples, and discussions.

Requirements: Design Patterns: Elements of Reusable Object-Oriented Software (1)

Flavor: session-1
4 to 6 hours

This session covers the following patterns in great detail: Creation Method, Factory Method, Strategy, Decorator, Composite, Iterator, and Template Method.

ID: 32A
Flavor: session-2
4 to 6 hours

This session covers the following patterns in great detail: Abstract Factory, Builder, Collecting Parameter, Singleton, Proxy, Adapter, and Bridge.

ID: 32B
Flavor: session-3
4 to 6 hours

This session covers the following patterns in great detail: Mediator, Observer, Chain of Responsibility, Memento, Command, Null Object, and Prototype.

ID: 32C
Flavor: session-4
4 to 6 hours

This session covers the State and Visitor patterns in great detail, and briefly covers Flyweight, Interpreter, and Facade.

ID: 32D

Industrial Logic, Inc.

Next 5 Activities
· Programming with Patterns
· Code Review
· Team-Programming
· Pair-Programming
· Continuous Integration

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