C++ Design Patterns

When developing software systems, developers make a lot of decisions, which at first glance, are unique. . But, much of what they "invent" is already practiced in a variety of projects. These are the design patterns. The trainings consider three types of patterns, their interrelations and practical application in the C ++ language

  • duration 24 hours
  • Language English
  • format Online
duration
24 hours
location
Online
Language
English
Code
DEV-001_C++
price
€ 650 *

Available sessions

To be determined



Training for 7-8 or more people?
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Description

Patterns represent a collection of certain experiences suitable to be reused. Patterns can be applied in all areas, because they allow using solutions that proved to be effective. If you understand design patterns, you will be able not only to implement your solutions and obtain quality source code faster, but also to build effective communication with those of your peers who have already mastered this technology.


Three types of patterns are considered in the course: structural ones that describe typical interrelationships between classes (objects) of the program system, creational ones that describe typical ways of controlling the process of creating instances of classes and behavioral ones that implement typical algorithms used in virtually every software system.

The training is built on a cross-cutting example, when listeners create a solution based on the task at hand, and thus, get acquainted with each pattern.

After completing the course, a certificate is issued on the Luxoft Training form

Objectives

After the completion of the course, students will be able to:

  1. Describe patterns and principles of their use

  2. Define problems and benefits of design based on code reuse

  3. Use patterns-related terminology in discussions, design and development

  4. Develop applications using patterns

Target Audience

  • Developers
  • Technical Leads

Prerequisites

  • Understand principles of object-oriented programming
  • At least one year experience of working with object-oriented languages
  • UML understanding

Roadmap

Design Pattern Introduction

  • Principle of Good Application Design(SOLID)
  • The Design Pattern Definition
  • The Metamodel of the Design Patterns
  • The Design Pattern elements


Structural Patterns

  • Composite
  • Decorator
  • Proxy
  • Adapter
  • Flyweight
  • Bridge
  • Facade


Creational Patterns

  • Factory Method
  • Abstract Factory
  • Builder
  • Prototype
  • Singleton


Behavioral Patterns

  • Chain of Responsibility
  • Command
  • Interpreter
  • Iterator
  • Mediator
  • Memento
  • Observer
  • State
  • Strategy
  • Template Method
  • Visitor


The Process of Finding a Solution Based on Patterns

  • Implementation of Structural Patterns
  • Implementation of Creational Patterns
  • Implementation of Behavioral Patterns


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