Learn Behavioural Design Patterns in Java
4.7 (58 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
7,677 students enrolled

Learn Behavioural Design Patterns in Java

The only course you need to learn behavioural design patterns!
Highest Rated
4.7 (58 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
7,677 students enrolled
Last updated 11/2018
English
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Current price: $13.99 Original price: $19.99 Discount: 30% off
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This course includes
  • 2 hours on-demand video
  • 1 article
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Think about the design choices in a better way
  • Be able to code a efficient and cleaner solutions for commonly known problems
  • Be confident at understanding and explaining Structural Design Patterns.
  • Be able to come up with a well thought design for the problem in hand
  • Be able to communicate well in design discussions and convey ideas fluently within team.
Requirements
  • Be able to do basic coding in Java.
  • Basic familiarity with Object oriented programming.
Description

In this course, we will discuss what are behavioral design patterns. We will get a high level overview of what are these patterns and we will see why it is important to have these patterns. Later on, we will do a deep dive in these patterns and go through all the design patterns which are part of these categories.

  1. Chain of responsibility

  2. Command

  3. Iterator

  4. Mediator

  5. Memento

  6. Observer

  7. State

  8. Strategy

  9. Template

  10. Visitor

We will discuss all these patterns mentioned above in a great detail, and we will code along and understand what problems they are solving.

Let's get started!

Links to source code is provided at the bottom of the introduction section.

Who this course is for:
  • Beginners who want to learn what are Behavioural Design Patterns.
  • Beginners who want to write cleaner and organised code.
  • Beginners who want to get addicted to design patterns.
  • Anyone who wants to learn how to apply the concepts of Object Oriented Programming correctly.
Course content
Expand all 11 lectures 02:14:23
+ The Chain of Responsibility Pattern
1 lecture 10:39

Chain of Responsibility is a behavioral design pattern that lets you avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.

Preview 10:39
+ The Command Pattern
1 lecture 11:27

Command is a behavioral design pattern that lets you turn a request into stand-alone object, which can be used to parametrize objects with different requests, queue or log requests, and support undoable operations. 

The Command Pattern
11:27
+ The Iterator Pattern
1 lecture 06:42

Iterator is a behavioral design pattern that lets you access the elements of an aggregate object sequentially without exposing its underlying representation. 

Preview 06:42
+ The Mediator Pattern
1 lecture 19:32

Mediator is a behavioral design pattern that lets you define an object that encapsulates relations between a set of objects to make them independent of each other. 

Preview 19:32
+ The Memento Pattern
1 lecture 23:30

Memento is a behavioral design pattern that lets you capture the object's internal state without exposing its internal structure, so that the object can be returned to this state later.

The Memento Pattern
23:30
+ The Observer Pattern
1 lecture 15:15

Observer is a behavioral design pattern that lets you define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. 

The Observer Pattern
15:15
+ The State Pattern
1 lecture 12:38

State is a behavioral design pattern that allows an object to alter its behavior when its internal state changes. The object will appear to change its class.

The State Pattern
12:38
+ The Strategy Pattern
1 lecture 05:13

Strategy is a behavioral design pattern that lets you define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from the clients that use it.

The Strategy Pattern
05:13
+ The Template Pattern
1 lecture 10:37

Template Method is a behavioral design pattern that lets you define the skeleton of an algorithm and allow sub-classes to redefine certain steps of the algorithm without changing its structure.

The Template Pattern
10:37