What you will learn
- Recognize and apply design patterns
- Refactor existing designs to use design patterns
- Reason about applicability and usability of design patterns
Section 2: SOLID Design Principles
Section 3: Builder
Section 4: Factory
Section 5: Prototype
Section 6: Singleton
Section 7: Adapter
Section 8: Bridge
Section 9: Composite
Section 10: Decorator
Section 11: Façade
Section 12: Flyweight
Section 13: Proxy
Section 14: Chain of Responsibility
Section 15: Command
Section 16: Interpreter
Section 17: Iterator
Section 18: Mediator
Section 19: Memento
Section 20: Observer
Section 21: State
Section 22: Strategy
Section 23: Template Method
Section 24: Visitor
Section 25: Course Summary
- Good understanding of object-oriented design principles
- A computer with latest JS and NodeJS versions and (hopefully) an IDE
- Use of modern programming libraries and frameworks
- Use of modern developer tools such as JetBrains WebStorm
- Discussions of pattern variations and alternative approaches
This course provides an overview of all the Gang of Four (GoF) design patterns as outlined in their seminal book, together with modern-day variations, adjustments, discussions of intrinsic use of patterns in the language.
What are Design Patterns?
Design Patterns are reusable solutions to common programming problems. They were popularized with the 1994 book Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, John Vlissides, Ralph Johnson and Richard Helm (who are commonly known as a Gang of Four, hence the GoF acronym).
The appeal of design patterns is immortal: we see them in libraries, some of them are intrinsic in programming languages, and you probably use them on a daily basis even if you don't realize they are there.
What Patterns Does This Course Cover?
This course covers all the GoF design patterns. In fact, here's the full list of what is covered:
- SOLID Design Principles: Single Responsibility Principle, Open-Closed Principle, Liskov Substitution Principle, Interface Segregation Principle and Dependency Inversion Principle
- Creational Design Patterns: Builder, Factories (Factory Method and Abstract Factory), Prototype and Singleton
- Structrural Design Patterns: Adapter, Bridge, Composite, Decorator, Façade, Flyweight and Proxy
- Behavioral Design Patterns: Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method and Visitor
Who Is the Course For?
This course is presented as a (very large) series of live demonstrations being done in JetBrains WebStorm and presented using the Kinetica rendering engine. Kinetica removes the visual clutter of the IDE, making you focus on code, which is rendered perfectly, whether you are watching the course on a big screen or a mobile phone.
Most demos are single-file, so you can download the file attached to the lesson and run it in WebStorm, Atom or another IDE of your choice (or just run them from the command-line).
This course does not use UML class diagrams; all of demos are done via live coding.
Who this course is for:
- Software engineers
- Web developers