1

Etapa 1

SOLID Design Principles

2

Etapa 2

Builder

3

Etapa 3

Factories

4

Etapa 4

Prototype

5

Etapa 5

Singleton

6

Etapa 6

Adapter

7

Etapa 7

Bridge

8

Etapa 8

Composite

9

Etapa 9

Observer

10

Etapa 10

State

11

Etapa 11

Decorator

12

Etapa 12

Façade

13

Etapa 13

Flyweight

14

Etapa 14

Proxy

15

Etapa 15

Chain of Responsibility

16

Etapa 16

Command

17

Etapa 17

Interpreter

18

Etapa 18

Iterator

19

Etapa 19

Mediator

20

Etapa 20

Memento

21

Etapa 21

Null Object

22

Etapa 22

Strategy

23

Etapa 23

Template Method

24

Etapa 24

Visitor

25

Etapa 25

Course Summary

1

Etapa 1

SOLID Design Principles

2

Etapa 2

Builder

3

Etapa 3

Factories

4

Etapa 4

Prototype

5

Etapa 5

Singleton

6

Etapa 6

Adapter

7

Etapa 7

Bridge

8

Etapa 8

Composite

9

Etapa 9

Observer

10

Etapa 10

State

11

Etapa 11

Decorator

12

Etapa 12

Façade

13

Etapa 13

Flyweight

14

Etapa 14

Proxy

15

Etapa 15

Chain of Responsibility

16

Etapa 16

Command

17

Etapa 17

Interpreter

18

Etapa 18

Iterator

19

Etapa 19

Mediator

20

Etapa 20

Memento

21

Etapa 21

Null Object

22

Etapa 22

Strategy

23

Etapa 23

Template Method

24

Etapa 24

Visitor

25

Etapa 25

Course Summary

14 agosto 2018

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A_G

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110 año / año / año

General

Udemy.Design Patterns in Swift

Course Overview

This course provides a comprehensive overview of Design Patterns in Swift from a practical perspective. This course in particular covers patterns with the use of:

  • The latest versions of the Swift programming language
  • Use of modern programming approaches: dependency injection, reactive programming and more
  • Use of modern developer tools
  • 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 original book was written using C++ and Smalltalk as examples, but since then, design patterns have been adapted to every programming language imaginable: Swift, C#, Java, PHP and even programming languages that aren't strictly object-oriented, such as JavaScript.

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, Null Object, Observer, State, Strategy, Template Method and Visitor

Who Is the Course For?

This course is for Swift developers who want to see not just textbook examples of design patterns, but also the different variations and tricks that can be applied to implement design patterns in a modern way.

Presentation Style

This course is presented as a (very large) series of live demonstrations. All demos are single-file, so you can download the file attached to the lesson and run it in CLion, XCode or another IDE of your choice (or just on the command line).

This course does not use UML class diagrams; all of demos are live coding. I use Visual Studio Code for the demos.

Каковы требования?

  • Good understanding of Swift
  • Familiarity with latest Swift features
  • Good understanding of object-oriented design principles

Что я вынесу из этого курса?

  • Recognize and apply design patterns
  • Refactor existing designs to use design patterns
  • Reason about applicability and usability of design patterns
  • Implement each pattern in a coding exercise

Какова целевая аудитория?

 Criterio del fin

Discover the modern implementation of design patterns with Swift

  1. SOLID Design Principles

  2. Builder

  3. Factories

  4. Prototype

  5. Singleton

  6. Adapter

  7. Bridge

  8. Composite

  9. Observer

  10. State

  11. Decorator

  12. Façade

  13. Flyweight

  14. Proxy

  15. Chain of Responsibility

  16. Command

  17. Interpreter

  18. Iterator

  19. Mediator

  20. Memento

  21. Null Object

  22. Strategy

  23. Template Method

  24. Visitor

  25. Course Summary

  • 761
  • 14 agosto 2018, 04:48
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