Difference between revisions of "Agile Design and Modeling for Advanced Object Design with Patterns"

(Environment - Room, Tools, Texts)
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You will leave this workshop with deeper skill to apply patterns and create quality designs that have agility – that support reduced modification costs and increased comprehensibility, and hence support business agility.
 
You will leave this workshop with deeper skill to apply patterns and create quality designs that have agility – that support reduced modification costs and increased comprehensibility, and hence support business agility.
 
 
== Methods of Education ==
 
Discussion, presentation, Q&A, workshop exercises
 
 
 
== Audience ==
 
Programmers, architect-programmers, and other technical leaders
 
 
 
== Level ==
 
Advanced: This course expects the attendees understand the fundamentals of object-oriented design, and extends and expands on those existing skills.
 
 
  
  
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== Outline ==
 
== Outline ==
* Process Agility and Design Agility
+
* agile modeling
* Design Patterns: Motivation and Categories
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* domain modeling
* Agile Modeling
+
* hands-on applying GRASP principles: Information Expert, Creator, Facade Controller, Low Coupling, High Cohesion, Polymorphism, Pure Fabrication, Indirection
* Core Architectural and Design Principles
+
Protected Variations
* Patterns for Varying Single Algorithms
+
* SOLID principles
* Patterns for Varying Instance Behavior
+
* class hierarchy design
* Patterns for Access Control
+
* introduction to design patterns
* Patterns for Structural Decomposition
+
* exploring together: Adapter, Proxy, Decorator, Abstract Singleton, Simple Factory
* Patterns for Organization or Communication of Work
+
* exploring together: Strategy, Composite, Policy
* Patterns for Varying Event Response
+
* exploring together: Command, Memento, Command Processor
* Patterns for Varying Interfaces
+
* exploring together: Observer, Template Method
* Patterns for Creation
+
* exploring together: Abstract Factory, Factory Method
* Patterns for Varying Implementations
+
* exploring together: State
* Patterns for Handling State
+
* exploring together: Facade, Bridge, Builder, Chain of Responsibility
* Patterns for Varying Interactions
+
* exploring together: Iterator, Interpreter, Mediator, Prototype
* Designing a Logical Architecture with Patterns
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* Refactoring to Patterns
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Revision as of 11:24, 15 November 2017

Overview

4 days. probably 9:00-17:00

This popular, high-impact, and hands-on course on mastering advanced object-oriented design (OOD) and design patterns (primarily the “Gang of Four” design patterns) with agility is aimed at architects and developers of OO systems, You will learn to design with patterns, apply visual modeling in an agile modeling approach, and a suite of related advanced design topics, including the design of packages. This course is based on acclaimed industry leader Craig Larman’s extensive experience coaching and applying OOD since the mid 1980s.

In this intensive seminar there is some lecture time, but the majority is spent in small teams at vast whiteboard spaces while the coach rotates and works with each team, guiding them through the case study problems. The course proceeds through a series of case studies within which you learn design pattern skills. Other education methods include rotation reviews, multi-modal learning, and pair learning. These skills are applied repeatedly in several iterations of the case studies, as we go deeper, reinforce knowledge, and illustrate iterative and evolutionary development. New design patterns are introduced incrementally across the iterations.

Object-oriented (OO) design patterns are a critical skill of successful developers to support design agility. Various studies indicate that after initial release of a software system, at least 50% of effort and cost is spent in modification. To save money, it is skillful and economic to take a long-term view of product development and invest in simple, clear and extensible designs that reduce these costs.

You will leave this workshop with deeper skill to apply patterns and create quality designs that have agility – that support reduced modification costs and increased comprehensibility, and hence support business agility.


Prerequisites

At least six months full-time hands-on object-oriented programming experience.


Objectives

Upon completion of this course, students should be able to:

  • design flexibly with patterns (primarily, the “gang-of-four” design patterns)
  • learn and collaborate with agile modeling
  • design good type (class) hierarchies
  • learn and collaborate with simple UML
  • apply refactorings to patterns (Kerievsky)


Outline

  • agile modeling
  • domain modeling
  • hands-on applying GRASP principles: Information Expert, Creator, Facade Controller, Low Coupling, High Cohesion, Polymorphism, Pure Fabrication, Indirection

Protected Variations

  • SOLID principles
  • class hierarchy design
  • introduction to design patterns
  • exploring together: Adapter, Proxy, Decorator, Abstract Singleton, Simple Factory
  • exploring together: Strategy, Composite, Policy
  • exploring together: Command, Memento, Command Processor
  • exploring together: Observer, Template Method
  • exploring together: Abstract Factory, Factory Method
  • exploring together: State
  • exploring together: Facade, Bridge, Builder, Chain of Responsibility
  • exploring together: Iterator, Interpreter, Mediator, Prototype


Related Courses

Before:

After:


Maximum Participants

16


Environment - Room, Tools, Texts

ACTION: Please order this text for each student:

Text: Applying UML & Patterns: Introduction to Object-Oriented Analysis & Design, & Iterative Development


ACTION: Ensure the room meets these requirements, and order the related supplies: Course Environment - Workshop Style7


ACTION: Ask Craig for a PDF of the course notes, and arranging printing a copy for each student.