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Use the step-by-step approach of this book to learn and implement design patterns in real-world applications. It focuses on classical design patterns with Java 17 and Eclipse (2021-09). In addition to Gang of Four (GoF) design patterns, the book covers popular and alternative design patterns and includes criticisms of design patterns in a chapter on anti-patterns.
The book is divided into four parts. Part one covers the SOLID design principles and the Simple Factory pattern. Part two covers the 23 (GoF) design patterns, including the creational patterns, structural patterns, and behavioral patterns. Part three covers alternative design patterns, including the Null Object pattern, and the model-view-controller (MVC) pattern. Part four covers criticisms of design patterns with a quick overview of anti-patterns. It also includes a chapter on FAQs on design patterns.
Each pattern is explained with real-world examples and the pros and cons of each of the design patternsare discussed. The book concludes with FAQs that can help you prepare for a job interview.
What You Will Learn:
Select an alternative to these patterns by comparing their pros and cons
Auteur
Vaskaran Sarcar obtained his Master of Engineering degree in software engineering from Jadavpur University, Kolkata (India), and an MCA from Vidyasagar University, Midnapore (India). He has more than 12 years of experience in education and the IT industry. He devoted his early years (2005-2007) to teaching at various engineering colleges, and later he joined HP India PPS R&D Hub Bangalore. He worked there until August 2019. At the time of his retirement from HP, he was a Senior Software Engineer and Team Lead at HP. To follow his dream and passion, he is now an independent full-time author. He has written more than 10 books on Java and C# such as Design Patterns in C# (2nd edition), Getting Started with Advanced C#, Interactive C#, Interactive Object-Oriented Programming in Java (2nd edition), and Java Design Patterns (2nd edition).
Contenu
Part-I: Foundation Chapter 1: SOLID PrinciplesChapter Goal: To discuss all the 5 fundamental design principles-SRP, OCP, LSP, ISP, and DIPSub - Topics SRP, OCP, LSP, ISP, and DIP Chapter 2: Simple Factory PatternChapter Goal: To discuss the simple factory pattern a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. It is the foundation for the factory method pattern and abstract factory pattern in Part II. Part-II: Gang of Four Design Patterns 2.A: Creational Patterns Chapter 3: Factory Method PatternChapter Goal: To discuss the factory method pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 4: Abstract Factory PatternChapter Goal: To discuss the abstract factory pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 5: Prototype PatternChapter Goal: To discuss the prototype pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 6: Builder PatternChapter Goal: To discuss the builder pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 7: Singleton PatternChapter Goal: To discuss the singleton pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 2.B: Structural Patterns Chapter 8: Proxy PatternChapter Goal: To discuss the proxy pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 9: Decorator PatternChapter Goal: To discuss the decorator pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 10: Adapter PatternChapter Goal: To discuss the adapter pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 11: Facade PatternChapter Goal: To discuss the facade pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 12: Flyweight PatternChapter Goal: To discuss the flyweight pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 13: Composite PatternChapter Goal: To discuss the composite pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 14: Bridge PatternChapter Goal: To discuss the bridge pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 2.C: Behavioral Patterns Chapter 15: Visitor PatternChapter Goal: To discuss the visitor pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 16: Observer PatternChapter Goal: To discuss the observer pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 17: Strategy PatternChapter Goal: To discuss the strategy pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 18: Template Method PatternChapter Goal: To discuss the template method pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 19: Command PatternChapter Goal: To discuss the command pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 20: Iterator PatternChapter Goal: To discuss the iterator pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Chapter 21: Memento PatternChapter Goal: To discuss the memento pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementatio…