Course: Behavioural Design Patterns in Java

Behavioural Design Patterns in Java

  • Life Time Access
  • Certificate on Completion
  • Access on Android and iOS App
  • Self-Paced
About this Course

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.

  • Chain of responsibility
  • Command
  • Iterator
  • Mediator
  • Memento
  • Observer
  • State
  • Strategy
  • Template
  • 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.

Basic knowledge
  • Be able to do basic coding in Java
  • Basic familiarity with Object oriented programming
What you will 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
Number of Lectures: 10
Total Duration: 02:12:07
Behavioural Design Patterns
  • The Chain of Responsibility Pattern  

    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.

  • The Command Pattern  

    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 Iterator Pattern  

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

  • The Mediator Pattern  

    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.  

  • The Memento Pattern  

    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 Observer Pattern  

    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 State Pattern  

    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 Strategy Pattern  

    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 Template Pattern  

    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 Visitor Pattern  

    Visitor is a behavioral design pattern that lets you define a new operation without changing the classes of the objects on which it operates. 

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