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Object-oriented programming培訓

 
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課程大綱
 
  • The need for object-oriented programming
    An attempt to reflect real-world programming
    Evolution of object-oriented programming
    Object-oriented programming in terms of the rules of KISS and DRY
    Classes and Objects
    Ideas and entities in the philosophy of Plato
    The role of classes
    Implementation classes using objects
    Classes, properties, and static methods
    Naming conventions and coding
    naming classes
    Naming properties and methods
    Package Naming and folders
    Other conventions
    class structure
    Properties / field as a description of the object
    Accessor
    Methods for the implementation of functionality
    Modeling and graphical representation of classes
    requirements Analysis
    Modeling the structure of classes and relationships
    Describing the business objects
    EER diagrams
    UML class diagram
    Object-oriented programming paradigms
    The concept of paradigm
    Encapsulation
    Abstraction
    Heirdom
    Polymorphism
    Design and implementation abstraction layer
    Abstract classes
    Interfaces
    Features -Traits
    Cyclase nested
    Class generic
    Creating objects
    Ways to create objects
    The role of the constructor
    Pattern Factory
    Relationships between classes
    Aggregation
    Composition
    Chapter dependence - Decoupling
    Dependency injection containers DIC
    Mediator pattern
    The organization code
    Design code reusability
    Folder structure
    Namespaces, packages, modules
    Object-oriented programming and performance
    Reservations memory for objects
    Garbage Collector
    Explicit deleting objects, destructors
    Working with references
    The mechanism of reflection
    The area to apply reflection
    Acquiring information about classes and objects,
    The importance of reflection in the creation of documentation and software testing
    Error handling
    Possible models of error handling
    Object Model error handling
    The role of exceptions and class Exception, throwing and capturing unique
    A try-catch-final, nesting block
    Object-oriented programming
    Excessive liability classes, pattern Delegation
    Strong dependence
    Singleton and potential problems
    Anemic Domain Model
 
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