About the course

Unified Modeling Language (UML) provides a standardized way to visualize the design of software engineering system. It provides a simple way to communicate Object-oriented concepts within the software development methods. and statechart. We will teach how to read and draw them, as well as what tools are used in the industry.

What are the requirements?

  • Basic object-oriented knowledge and experience using software products in different areas.

What am I going to get from this course?

This course includes over 40 lectures and 4 hours of content, where you will learn:
  • working knowledge of UML 2.0;
  • industry best practices to build UML diagrams;
  • Structure diagrams and their applications;
  • Behaviour diagrams and their applications;
  • Interaction diagrams and their applications;
  • practice on real projects.
  • Diagrams that included in the course are use cases, class, sequence, activity, object, component, deployment, interaction diagram,

What is the target audience?

  • Software practitioners: developers, testers, managers
  • Anyone interested in learning how to interpret UML diagrams

Curriculum


Module 1: Basic Concepts of Unified Modeling Language

  • 1.1  Conquering Complexity
  • 1.2  Data Encapsulation and Abstraction
  • 1.3  Objects in real world
  • 1.4  Object State
  • 1.5  Identity and Behavior
  • 1.6  Classes - Inside and Outside View

Module 2: Inheritance and Reusability

  • 2.1  Subclass
  • 2.2  Superclass
  • 2.3  Abstract Class
  • 2.4  "Is-A" vs. "Has-A" Perspectives
  • 2.5  Polymorphism
  • 2.6  Typing
  • 2.7  and Binding

Module 3: UML Overview

  • 3.1  What is UML
  • 3.2   Models vs. Diagrams

Module 4: Use Case Models

  • 4.1  Actors
  • 4.2   Pre-Conditions
  • 4.3   Post-Conditions
  • 4.4   Exceptions
  • 4.5   Use Case Relationships
  • 4.6   Use Case Diagrams

Module 5: Expanding Use Cases

  • 5.1  Activity Diagrams
  • 5.2   Swimlanes
  • 5.3   Use Case Descriptions

Module 6: Object Modeling

  • 6.1  Building a Conceptual Model
  • 6.2   Designing Class Diagrams

Module 7: Class Diagrams

  • 7.1  Objects and Classes
  • 7.2   Class Attributes
  • 7.3   Class Operations
  • 7.4   Associations
  • 7.5   Multiplicity
  • 7.6   Association Classes
  • 7.7   Role names
  • 7.8   Ordering
  • 7.9   Qualifiers
  • 7.10   Aggregation
  • 7.11   Generalization
  • 7.12   Ternary Associations

Module 8: State Diagrams

  • 8.1  Events and States
  • 8.2   Scenarios
  • 8.3   Event Trace
  • 8.4   Attributes
  • 8.5   Transitions
  • 8.6   Guarded Transitions
  • 8.7   Actions
  • 8.8   Activities
  • 8.9   Nested State Diagrams

Module 9: Sequence Diagrams

  • 9.1  Object Interactions
  • 9.2   Messaging
  • 9.3   System Events

Module 10: Collaboration Diagrams

  • 10.1  Messages and Links
  • 10.2   Parameters
  • 10.3   Return Values
  • 10.4   Sequencing
  • 10.5   Iteration
  • 10.6   Mutually Exclusive Conditionals
  • 10.7   Creation

Module 11: Design Patterns

  • 11.1  Why use Patterns?
  • 11.2   Discovering Patterns
  • 11.3   Creator Pattern
  • 11.4   Singleton Pattern
  • 11.5   Controller Pattern
  • 11.6   Polymorphism Interfaces
  • 11.7   Facade Pattern
  • 11.8   Proxy Pattern
  • 11.9   Command Pattern
  • 11.10   Publish-Subscribe Pattern
  • 11.11   Model-View Separation
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