Object-Oriented Analysis & Design Using the Unified Modeling Language
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Inhouse
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Learn how to use Object-Oriented techniques to analyze real-world requirements and to design solutions that are ready to code. Students learn how to identify and design objects, classes, and their relationships to each other, which includes links, associations, and inheritance. A strong emphasis is placed on diagram notation for use cases, class and object representation, links and associations, and object messages. This course utilizes UML 2.0 notation.
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About this course
Analysts, designers, and programmers responsible for applying OO techniques in their software engineering projects.
Familiarity with structured techniques such as functional decomposition is helpful.
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Subjects
- Inheritance
- Contracts
- Object oriented training
- UML training
- UML
- Object-oriented training
- Design
- Printing
- Communication Training
Course programme
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1. Course Introduction
Course Objectives Course Overview
Using the Workbook Suggested References
2. Introduction to Analysis and Design
Why is Programming Hard?
The Tasks of Software Development Modules Models
Modeling
Perspective Objects Change
New Paradigms
3. Objects
Encapsulation Abstraction Objects Classes
Responsibilities Attributes
Composite Classes
Operations and Methods Visibility
Inheritance
Protected and Package Visibility Scope
Class Scope
4. Advanced Objects Constructors & Destructors
Instance Creation Abstract Classes Polymorphism
Multiple Inheritance
Solving Multiple Inheritance Problems Interfaces
Interfaces with Ball and Socket Notation Templates
5. Classes and Their Relationships
Class Models Associations Multiplicity
Qualified Associations Roles
Association Classes
Composition and Aggregation Dependencies
Using Class Models
6. Sequence Diagrams
Sequence Diagrams Interaction Frames Decisions Loops
Creating and Destroying Objects Activation
Synchronous & Asynchronous
The Objects Drive the Interactions Evaluating Sequence Diagrams Using Sequence Diagrams
7. Communication Diagrams
Communication Diagrams
Object-Oriented Analysis & Design
Using the Unified Modeling Language Rev 6.3.2
Communication and Class Diagrams Evaluating Communication Diagrams Using Communication Diagrams
8. State Machine Diagrams
What is State? State Notation
Transitions and Guards Registers and Actions More Actions
Internal Transitions
Superstates and Substates Concurrent States
Using State Machines Implementation
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9. Activity Diagrams
Activity Notation
Decisions and Merges Forks and Joins Drilling Down Iteration
Partitions Signals
Parameters and Pins Expansion Regions
Using Activity Diagrams
10. Package, Component, and Deployment Diagrams
Modeling Groups of Elements – Package
Diagrams
Visibility and Importing Structural Diagrams
Components and Interfaces Deployment Diagram
Composite Structure Diagrams Timing Diagrams
Interaction Overview Diagrams
11. Use Cases
Use Cases
Use Case Diagram Components Actor Generalization Include Extend
Specialize
Other Systems Narrative
Template for Use Case Narrative Using Use Cases
12. Process
Process
Risk Management
Test
Reviews
Refactoring History
The Unified Process Agile Processes
13. The Project
Inception
Elaboration
Elaboration II
Construction Iterations
Construction Iterations – The Other Stuff
14. Domain Analysis
Top View – The Domain Perspective
Data Dictionary
Finding the Objects
Responsibilities, Collaborators, and
Attributes
CRC Cards
Class Models
Use Case Models Other Models
Judging the Domain Model
15. Requirements and Specification
The Goals
Understand the Problem Specify a Solution Prototyping
The Complex User Other Models
Judging the Requirements Model
16. Design of Objects
Design
Factoring
Design of Software Objects Features Methods
Cohesion of Objects
Coupling between Objects Coupling and Visibility Inheritance
17. System Design
Design
A Few Rules
object-Oriented Analysis & Design
Using the Unified Modeling Language Rev 6.3.2
Object Creation Class Models
Interaction Diagrams Printing the Catalog
Printing the Catalog II Printing the Catalog III Object Links Associations 18. Refactoring
Refactoring
Clues and Cues How to Refactor
A Few Refactoring Patterns
Appendix A – UML Syntax
Appendix B – Design by Contract
Contracts
Enforcing Contracts
Inheritance and Contracts
Appendix C – University Summary Appendix D – Implementations
C++ Java C#
Object-Oriented Analysis & Design Using the Unified Modeling Language