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Java Design Patterns and UML 2.0 Training

About the Training

Java Design Patterns and UML 2.0 Training is a program designed to provide essential skills for understanding and effectively managing software development processes. Java design patterns are iteratively used in software development and have been tested to solve specific problems, representing proven structures. UML (Unified Modeling Language) is a standard language for software and system modeling, with UML 2.0 being the latest and most advanced version.

The training teaches how to use design patterns and UML 2.0 to support the design and development processes of Java-based applications.

Design patterns offer solutions to common problems encountered in software development. In this training, you will learn about the most commonly used Java design patterns, understand when to apply them, and how to implement them using Java. Design patterns help prevent code repetition, promote modularity, and make software maintenance and extensibility easier.

UML 2.0 is a language and standard for modeling and visualizing software development processes. UML documents, visualizes, and shares software development processes. The training provides detailed information about the various types of diagrams offered by UML 2.0, including class, sequence, state, activity, and use case diagrams.

The training offers a balanced mix of theoretical concepts and practical applications, providing students with a tangible learning experience. It also includes sample projects to show how the learned concepts can be applied in practice.

This training also introduces you to different types of Java design patterns (such as Singleton, Factory, Observer) and various UML 2.0 diagram types (such as use case, class, sequence, state). The goal is to help you learn how to recognize and use these patterns and diagrams effectively.

Java Design Patterns and UML 2.0 Training is an ideal choice for anyone interested in developing software with Java or seeking to advance further in this field.

What Will You Learn?

In the Java Design Patterns and UML 2.0 Training, you will learn the following:
  • Design patterns used in Java programming languages: such as Singleton, Factory, Observer, Decorator.
  • How to select and apply design patterns.
  • UML 2.0 concepts: including Use Case, Class, Object, State, Activity, Sequence, Collaboration, Deployment.
  • How to use UML 2.0 and model software systems.
  • Practical examples of applying UML 2.0 with Java.
This training can be beneficial for those who wish to specialize in the design and modeling of software systems using Java programming languages.

Prerequisites

Here is the translation: The following prerequisites are required for the Java Design Patterns and UML 2.0 Training:
  • Basic knowledge of Java programming: You should understand topics such as variables, loops, functions, and object-oriented programming.
  • Basic knowledge of software systems: Understanding topics like data structures, algorithms, and data analysis can be beneficial.
  • Basic knowledge of UML or a similar visualization language: You should be familiar with how to use UML and visualization notations.
If you possess all these prerequisites, you will have a more efficient learning experience in the Java Design Patterns and UML 2.0 training.

Who Should Attend?

We recommend the Java Design Patterns and UML 2.0 Training for the following individuals:
  • Those developing software using Java programming languages
  • Individuals who want to learn how to design and model software systems using design patterns and UML 2.0
  • Those who have studied fields such as software engineering, computer engineering
  • Professionals who want to specialize in the design and modeling of software systems
  • Individuals who want to gain knowledge about UML and Java programming languages
By completing this training, you will have the opportunity to specialize in the design and modeling of software systems using Java programming languages.

Outline

  • Introducing Modeling and the Software Development Process
  • Creating Use Case Diagrams
  • Creating Use Case Scenarios and Forms
  • Creating Activity Diagrams
  • Creating Interaction Diagrams
  • Creating State Machine Diagrams
  • OOP Principles and Design Patterns
  • Interface Patterns: Adapter, Facade, Composite, Bridge
  • Responsibility Patterns: Singleton, Observer, Mediator, Proxy, Responsibility, Flyweight
  • Construction Patterns: Builder, Factory Method, Abstract Factory, Prototype, Memento
  • Operation Patterns: Template Method, State, Strategy, Command, Interpreter
  • Extension Patterns: Decorator, Iterator, Visitor

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