Design Patterns in Java
Learn Java design patterns! Master modern application development with practical examples. Improve code structure and maintainability.
Course Content
Design Patterns in Java is an intermediate-level Udemy course taught by Dmitri Nesteruk. It runs 10h 30m, is taught in English, and includes a certificate of completion. Learners rate it 4.3 out of 5 from 9,355 reviews, with 60,409 students enrolled. It is a paid course, last updated April 2020.
Master Java Design Patterns: A Practical, Modern Approach
Unlock the power of design patterns in Java with this comprehensive course. Go beyond theoretical concepts and learn how to apply these reusable solutions to common programming challenges using the latest Java versions and modern development practices.
What are Design Patterns?
Design patterns are proven, reusable solutions to recurring software design problems. Popularized by the seminal "Design Patterns: Elements of Reusable Object-Oriented Software" (Gang of Four or GoF), these patterns have transcended their original C++ and Smalltalk roots to become essential across languages like C#, Java, PHP, and even JavaScript. You'll discover how design patterns are fundamental to libraries and often subtly integrated into programming languages you use daily.
Why Learn Design Patterns in Java?
This course provides a practical understanding of design patterns, focusing on real-world application. You'll explore:
- Modern Java: Leverage the latest Java features for effective pattern implementation.
- Dependency Injection & Reactive Programming: Integrate design patterns with contemporary programming approaches.
- IntelliJ IDEA: Utilize a leading IDE for hands-on coding and demonstration.
- Variations & Alternatives: Understand different approaches to implementing patterns and when to choose one over another.
The GoF Design Patterns Covered:
This course delves into all the core Gang of Four (GoF) design patterns, including:
- SOLID Design Principles:
- Single Responsibility Principle: Ensuring classes have one, and only one, reason to change.
- Open-Closed Principle: Designing systems so that modifications are possible without altering existing code.
- Liskov Substitution Principle: Subtypes should be substitutable for their base types without altering the correctness of the program.
- Interface Segregation Principle: Clients should not be forced to depend on methods they do not use.
- Dependency Inversion Principle: High-level modules should not depend on low-level modules. Both should depend on abstractions.
- Creational Design Patterns:
- Builder: Decoupling object construction from its representation.
- Factories (Factory Method & Abstract Factory): Creating objects without specifying their concrete classes.
- Prototype: Creating new objects by cloning an existing object.
- Singleton: Restricting the instantiation of a class to one object.
- Structural Design Patterns:
- Adapter: Adapting the interface of a class to a client's expectations.
- Bridge: Decoupling an abstraction from its implementation.
- Composite: Composing objects into tree structures.
- Decorator: Dynamically adding responsibilities to an object.
- Facade: Providing a simplified interface to a complex subsystem.
- Flyweight: Sharing objects to reduce memory usage.
- Proxy: Providing a surrogate or placeholder for another object.
- Behavioral Design Patterns:
- Chain of Responsibility: Passing a request along a chain of handlers.
- Command: Encapsulating a request as an object.
- Interpreter: Defining a grammar for a language and providing an interpreter for it.
- Iterator: Accessing elements of a collection without exposing its underlying representation.
- Mediator: Defining an object to encapsulate the way objects interact.
- Memento: Capturing and restoring the state of an object.
- Null Object: Providing a default object to avoid null checks.
- Observer: Defining a one-to-many dependency between objects.
- State: Allowing an object to change its behavior based on its internal state.
- Strategy: Defining a family of algorithms and making them interchangeable.
- Template Method: Defining the skeleton of an algorithm in a method, deferring some steps to subclasses.
- Visitor: Representing an operation to be performed on elements of a structure.
Who Should Take This Course?
This course is designed for Java developers seeking to move beyond basic programming and implement robust, maintainable code. Whether you're a seasoned professional or looking to enhance your skills, this course will equip you with the knowledge to apply design patterns effectively.
Course Presentation:
Experience live coding demonstrations in IntelliJ IDEA using the Kinetica rendering engine. Kinetica provides a clean, distraction-free view of the code, ensuring you focus on the implementation. Most demos are single-file, allowing you to easily download and run them in your preferred IDE (IntelliJ, Eclipse, etc.). No UML diagrams are used; all learning is through practical, live coding examples. Maven
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