
Adopt the strategy design pattern to select score calculations at runtime for balloons, clowns, and square balloons, avoiding brittle inheritance through composition and a scoreboard interface.
Apply the strategy design pattern to a Java score system, using a scoreboard with a score base interface that defines calculate score and concrete balloon, clown, and square balloon strategies.
Demonstrates implementing the strategy design pattern for a payment system in Java, wiring a shopping cart to switchable payment algorithms like credit card and PayPal, with total calculation.
Strategy Pattern.
What benefits we get from using Strategy Pattern?
Can you come up with 2 different situations where you may use the Strategy Design Pattern? Once you’ve found the 2 situations, pick one and use this online software: https://udemy-p.learnex.fyi/_ud_origin/go.gliffy.com/go/html5/launch to create a UML diagram, similar to the one below.
3. Share your UML diagram and code implementation in the discussion forums.
Develop the observer design pattern in Java by creating subject and observer interfaces with a concrete email topic and subscriber, enabling registering, notifying, and updating observers.
Demonstrates implementing the observer design pattern with an email topic and subscribers, wiring subject and observer interfaces, registering and unregistering observers, posting messages, and delivering updates.
Explore how the decorator design pattern enables runtime composition of ice creams and decouples from inheritance, assembling flavors via an ice cream interface.
Demonstrate the decorator design pattern by wrapping a basic ice cream with vanilla and other condiments to build flavors and compute cost at runtime, highlighting flexible, maintainable code.
Explore how the factory design pattern enables franchises to customize hamburger creation at regional stores while maintaining headquarters standards, using a hierarchy of factories to keep control and consistency.
Explore refactoring a hamburger shop from a simple factory to the factory method pattern by introducing an abstract hamburger store and concrete jamaican and mozambican stores that create region-specific burgers.
Download the UML diagram for the Simple Factory and Factory Design Pattern.
Explore the singleton design pattern in Java, which ensures a class has only one instance and a global point of access, with examples like a log system.
Explore the singleton design pattern through lazy, eager, and double-checked locking approaches, highlighting synchronization concerns, volatile usage, and thread-safe instance creation.
The command pattern encapsulates a request as an object, letting the invoker work with commands and receivers through a common interface, enabling parameterized, queued, and logged requests for flexible code.
Build a gameboy-style controller to illustrate the command design pattern. Implement a command interface and concrete commands for up, down, left, and right.
Explore the command design pattern by creating command interfaces, concrete commands, and receivers like Mario and Kirby characters to decouple invocation from execution.
Test and implement the object adapter for voltage conversion, using a socket adapter to produce 3v, 12v, and 120v, and compare with the class adapter approach for interface adaptation.
Apply the adapter design pattern by implementing a socket adapter to preserve behavior while refactoring instantiation; explore other implementations and discuss design thinking as a flexible software tool.
Explore the facade design pattern using a computer system analogy, where a facade provides a unified interface to subsystems, decouples the client from them, and simplifies interactions.
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Facade Design Pattern and examples
Adapter Design Pattern
Strategy Design Pattern
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By the end of this course, you will spot any Design Pattern in a project and even implement different Design Patterns as well!
In this comprehensive course, you will be learning by doing, by coding alongside me.
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Who is the target audience?
If you have a working Java or any other OOP Programming Language, this is for you.
If you know what an Interface is - this course is for you.
If you know what an abstract class is - this course is for you.
If you know what polymorphism is - this course is for you.
If you make a living by building software - this course is for you.