- Work with each of the design patterns
- Implement the design patterns in real-world applications
- Select an alternative to these patterns by comparing their pros and cons
- Use Visual Studio Community Edition 2019 to write code and generate output
Autorentext
Vaskaran Sarcar obtained his Master of Engineering in software engineering from Jadavpur University, Kolkata (India) and an MCA from Vidyasagar University, Midnapore (India). He was a National Gate Scholar (2007-2009) and has more than 12 years of experience in Education and the IT industry. Vaskaran devoted his early years (2005-2007) in teaching at various engineering colleges, and later he joined HP India PPS R&D Hub Bangalore .He worked there until August, 2019. At the time of his retirement from the IT industry, he was a Senior Software Engineer and Team Lead at HP. To follow his dream and passion, Vaskaran is now an independent full-time author. Other books by him include: •Getting Started with Advanced C# (Apress,2020) •Interactive Object-Oriented Programming in Java Second Edition (Apress,2019) •Java Design Patterns Second Edition (Apress,2019) • Design Patterns in C# (Apress,2018) •Interactive C# (Apress,2017) •Interactive Object-Oriented Programming in Java(Apress,2016) •Java Design Patterns(Apress,2016) •C# Basics: Test Your Skills(Createspace,2015) •Operating System: Computer Science Interview Series(Createspace,2014)
Inhalt
Part-I: Gang of Four Design Patterns 1.A: Creational Patterns Chapter 1: Singleton Pattern
Chapter Goal: To discuss about the Singleton Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages: 8-10+ (Rough estimate)
Chapter 2: Prototype PatternChapter Goal: To discuss about the Prototype Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages 8-10+(Rough estimate)
Chapter 3: Builder PatternChapter Goal: To discuss about the Builder Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages 8-10+(Rough estimate)
Chapter 4: Factory Method PatternChapter Goal: To discuss about the Factory Method Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages 8-10+(Rough estimate)
Chapter 5: Abstract Factory PatternChapter Goal: To discuss about the Abstract Factory Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages: 8-10+ (Rough estimate)
1.B: Structural Patterns Chapter 6: Proxy PatternChapter Goal: To discuss about the Proxy Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages 8-10+(Rough estimate)
Chapter 7: Decorator PatternChapter Goal: To discuss about the Decorator Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages 8-10+(Rough estimate)
Chapter 8: Adapter PatternChapter Goal: To discuss about the Adapter Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages: 8-10+ (Rough estimate)
Chapter 9: Facade PatternChapter Goal: To discuss about the Facade Pattern with the GoF Definition and the core concept behind that with a real life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. Author has used visual studio community 2017 for this purpose. This is free and latest in this field.
No of pages: 8-10+ (Rough estimate)
Chapter 10: Flyweight PatternChapter Goal: To discuss about the Flyweight Pattern with the GoF Definition and the core concept behind that with a real life example and a c...