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Welcome to Episode 2 of “Game of Life” series — a practical, non-trivial project where we apply SOLID principles and core GoF design patterns in a real architecture (not toy examples). 🗺️ Episode 2 — Architecture Tour (Layers, SOLID, and Patterns) Before we write more code, we zoom into the starter architecture and build a clear mental model: layers, responsibilities, and where each pattern lives — using the layer diagram, class diagram, and sequence diagram. If you haven’t watched Episode 1 yet (overview + roadmap): • Game of Life in Python (SOLID + Design Pat... And if you want the warm-up before this episode (Stage 1 practice session): • Game of Life in Python (SOLID + Design Pat... If you’re coming from my Udemy course, this series is the more advanced, end-to-end example that puts those concepts into practice. If you’re new here, this episode and series is designed to be self-contained. 📌 Course (optional, for deeper structured learning) Python SOLID Principles and Top Design Patterns “Learn how to improve your Python code through mastery of S.O.L.I.D principles and the Top GoF Design Patterns.” https://www.udemy.com/course/python-s... 🧩 What this series builds toward We’ll end with a multi-session, web-based simulation server, with a clean layered design: Domain layer (grid, rules, seeding) Engine layer (simulation lifecycle) UI & API layers (console, FastAPI, web) 💻 Source code Supporting repo (code + docs/diagrams): https://github.com/codecreativeworks/... If you need a primer now how to get the code from the git go here: • Game of Life in Python (SOLID + Design Pat... 🧭 What we cover: High-level layering: core: domain (cells, grid, rules) engine: simulation lifecycle ui: ports + presentation config: builder & configuration A simple class diagram: GameEngine, Grid, RulesStrategy, ConsoleUI Pattern map (where each pattern lives): Strategy: RulesStrategy / ConwayRules Factory Method: RulesFactory Builder: GameConfigBuilder Observer: GameObserver + GameEngine.subscribe(...) State: SimulationState (preview) Adapter: LocalEngineAdapter Why this design already prepares us for a remote/server-based engine later (FastAPI/WebSockets) ▶️ Next episode (Ep 3) — Architecture Tour: Layers, SOLID, and Patterns We’ll start modeling the domain deeper (Grid, Cells, Neighbors) and move into more concrete implementation details. We will be coding! ⏱️ Chapters 00:00 Coming up 00:23 Welcome + episode goal 00:52 🧭 Roadmap: layers + SOLID + patterns 01:41 Folder structure → architecture layers (SRP) 02:14 Layer diagram overview 02:52 Layer responsibilities (core/engine/ui/config/infra/server) 04:35 File map: where classes live (source files) 06:44 Layer recap: engine at the center 07:06 Sequence diagram walkthrough (UI → port → engine → rules) 08:55 Patterns in the sequence (Strategy + Observer + DIP) 09:43 Stage 1 code tour begins (where patterns show up) 10:03 Core domain: Grid + Rules + RulesFactory 11:30 Strategy pattern in code (RulesStrategy / ConwayRules) 12:10 Factory Method + OCP (RulesFactory) 14:53 Engine + ports overview (Observer + snapshots) 18:28 GameEngine code: subscribe + notify observers 19:04 UI ports: GameObserver + GameUI 20:04 Config layer: Builder pattern (clean construction) 21:54 GameConfigBuilder code walkthrough 23:10 UI + server layers: control loop + adapters 24:35 ConsoleUI: controller + observer responsibilities 26:00 Adapter pattern: RulesEnginePort + LocalEngineAdapter 26:40 ConsoleUI code: on_generation + main loop commands 28:06 LocalEngineAdapter code: start/pause/resume/stop/step 29:38 Remote prep: swapping adapters later (WebSockets) 30:02 Multi-session hint: SimulationRegistry 32:07 Wrap-up + key takeaways 33:27 Next episode preview (domain modeling + neighbors) More episodes coming soon — subscribe to follow along. #python #softwarearchitecture #solid #softwarearchitecture #designpatterns