One Day OO Design Bootcamp
Many design solutions seldom explore the power of OO Design. The fundamentals of OO Design, paves the way
creative and innovative solutions to complex problems. This boot camp is designed to strengthen the core
principles through live demos and hands-on exercises.
- Makes the developer think about the basics of good design and understand why it is desirable.
- Lays the foundation for more advanced design thinking.
Values of a Good Design
Symptoms of Rotting Design
Rigidity, Fragility, Immobility, Viscosity
Logic and Data Together
Thinking in Objects Lab
OO Background & Core OO Concepts:
Data Hiding Lab
Lab to demonstrate limitations of Inheritance
3 Common Ways of Reuse
3 forms of Object Relationships
Using appropriate Object Relationship Lab
Designing Library vs. Framework
Static vs. Dynamic + Strong vs. Weak Typing
OO Design Principles
- Core Principles
- Open Closed Principle (OCP) + Lab
- Single Responsibility Principle (SRP)
- Tell, Don't Ask (TDA) + Lab
- Don't Repeat Yourself (DRY)
- Dependency Inversion Principle (DIP)
- Liskov Substitution Principle (LSP)
- Interface Segregation Principle (ISP)
- Law of Demeter
- Lab to recap all design principles
- 1 or 2 Days of Mentoring via Pair Programming with Developers on your code base
- To get your team kick-started with the learning from the workshop, we recommend, that our trainer spends a day or two, working with your team on your code base.
- Each day will be reserved for 4 pair programming sessions. During these sessions, the workshop participants will take specific examples from their projects, where they are finding it difficult to apply any of the practices learned in the workshop. The trainer will then pair with an individual to show how to resolve those challenges.
- At the end of the day, the 4 volunteers will summarize their learning by showing before and after code from their respective pairing session to the rest of the group.
- Pre-Post Programming Assessment
- The goal of these programming assessments is to identify real and quantifiable measures for the learning achieved through our workshop.
- Get a quick understanding of your knowledge and skill level with respect to Designing & Programming
- Establish a baseline against which the effectiveness of the workshop may be measured
- Customize our workshop based on specific areas identified in this assessment
- Pre-Assessment: Before the workshop, we'll send a problem description, your developers will spend max 4 hours and solve the problem and send us the code. We'll evaluate the code and send you detailed feedback about the code, including areas for improvement. We can send different types of problems (fresh development, cleaning up existing code and so on.)
- Post-Assessment: 2 week after the workshop, we send another problem and evaluate the solution code. A comparison between the Pre and Post Assessment should be able to clearly quantify per-participant level improvement.
- Click on the image to download the sample report...
Method of Instruction
- Interactive Dialogues, Programming Exercises and Demos
- Knowledge: 50%, Skill-Building: 50%
- Primary: Object-Oriented Programmers, Architects, and Designers
- Required: some understanding of OO concepts and an OO language
- Highly Recommended: basic understanding of the life-cycle of software projects
To ensure a successful class, we require the following facilities:
- VGA projector (1024x768 minimum) & Projector screen
- 1 White board & Dry erase markers
- Cluster seating with 5-6 people on each table
- 1 Flip chart with the stand and marker pens for each table
- Notepad and Pen for each participant
- Ample room for students in terms of room size and set up
- For Dev trainings: at least one powerful workstation between two programmers