Object Oriented Analysis, Design Programming with UML
- IT & Software
- Feb 23, 2025

Object Oriented Analysis, Design & Programming with UML, available at $89.99, has an average rating of 4.4, with 127 lectures, based on 1005 reviews, and has 8314 subscribers.
You will learn about Understand & use UML with your software development process Understand what is object oriented analysis, design & programming Understand how to analyze a problem using object oriented analysis Implement OO design in Java, C++ & C# This course is ideal for individuals who are Programmers who want to learn the Unified Modelling Language or Anyone who wants to learn OO analysis, design & programming or Anyone who wants to start with OO programming in C++, Java or C# or Students who want to understand the concepts of object oriented programming or Programmers new to object oriented programming or Software developers and designers looking to expand their existing knowledge of object oriented analysis & design or Anyone who wants to learn & apply UML to their sofware development process It is particularly useful for Programmers who want to learn the Unified Modelling Language or Anyone who wants to learn OO analysis, design & programming or Anyone who wants to start with OO programming in C++, Java or C# or Students who want to understand the concepts of object oriented programming or Programmers new to object oriented programming or Software developers and designers looking to expand their existing knowledge of object oriented analysis & design or Anyone who wants to learn & apply UML to their sofware development process.
Enroll now: Object Oriented Analysis, Design & Programming with UML
Summary
Title: Object Oriented Analysis, Design & Programming with UML
Price: $89.99
Average Rating: 4.4
Number of Lectures: 127
Number of Published Lectures: 126
Number of Curriculum Items: 127
Number of Published Curriculum Objects: 126
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
Who Should Attend
Target Audiences
Object Oriented Analysis, Design & Programming course is a unique course that teaches students how to use object-oriented techniques to build software. The course will start with requirements gathering & end with implementation. In the process, you’ll learn how to analyze and design classes, their relationships to each other in order to build a model of the problem domain. You’ll also use common UML diagrams throughout this process, such as use-case, class, activity & other diagrams. The diagrams will be created through a free tool.
Lot of emphasis is placed on use cases to capture and manage requirements. Those are subsequently used to enforce OO concepts that produce a reusable design of the system that adapts to change. Finally, the design is implemented & programmed in three different programming languages – Java, C# & C++. During the implementation, you’ll learn about the object-oriented concepts such as Abstraction, Encapsulation, Hierarchy, Polymorphism, interfaces, etc. All these concepts are explained with examples in all the three languages.
Finally, all the important concepts are applied in a textual game called Reckless Driver. Consequently, you’ll have understood the entire process of Object Oriented Analysis, Design & Programming & you can implement these concepts in your own software.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Installation of Eclipse for Java
Lecture 3: Installation of Visual Studio for C# & C++
Lecture 4: Installation For Other Platforms
Lecture 5: Course Material & Source Code
Chapter 2: Basics
Lecture 1: Software Complexity
Lecture 2: Algorithm Decomposition
Lecture 3: Object Oriented Decomposition
Lecture 4: Object Characteristics
Chapter 3: Object Oriented Analysis
Lecture 1: UML Introduction
Lecture 2: View Model
Lecture 3: Object Model Concepts
Lecture 4: Object Oriented Analysis with Use Cases
Lecture 5: Use Case Description
Lecture 6: Use Case Diagram
Lecture 7: Use Case Relationships
Lecture 8: Use Case Relationships in StarUML
Lecture 9: Guidelines for Use Cases
Lecture 10: Activity Diagram
Lecture 11: Activity Diagram in StarUML
Lecture 12: Merge
Lecture 13: Fork & Join
Lecture 14: Swimlanes
Chapter 4: Object Oriented Design & Programming
Lecture 1: Introduction to Classes & Class Diagram
Lecture 2: Class Diagram in StarUML
Lecture 3: Abstraction
Lecture 4: Abstraction in Java
Lecture 5: Abstraction in C#
Lecture 6: Abstraction in C++
Lecture 7: Encapsulation
Lecture 8: Encapsulation in Java – Part I
Lecture 9: Encapsulation in Java – Part II
Lecture 10: Encapsulation in C# – Part I
Lecture 11: Encapsulation in C# – Part II
Lecture 12: Encapsulation in C++ – Part I
Lecture 13: Encapsulation in C++ – Part II
Lecture 14: Class Diagram Revisited
Lecture 15: Inheritance
Lecture 16: Inheritance in Java
Lecture 17: Inheritance in C#
Lecture 18: Inheritance in C++
Lecture 19: Containment
Lecture 20: Aggregation & Association
Lecture 21: Dependency
Lecture 22: Polymorphism
Lecture 23: Polymorphism in Java
Lecture 24: Polymorphism in C#
Lecture 25: Polymorphism in C++
Lecture 26: Abstract Class
Lecture 27: Interface
Chapter 5: Reckless Driver Implementation
Lecture 1: Overview of Design
Lecture 2: GameObject Class Implementation in Java
Lecture 3: TrafficCar Class Implementation in Java
Lecture 4: SideObject Class Implementation in Java
Lecture 5: Player Class Implementation in Java
Lecture 6: GameManager Class Implementation in Java
Lecture 7: GameObject Class Implementation in C#
Lecture 8: TrafficCar Class Implementation in C#
Lecture 9: SideObject Class Implementation in C#
Lecture 10: Player Class Implementation in C#
Lecture 11: GameManager Class Implementation in C#
Lecture 12: GameObject Class Implementation in C++
Lecture 13: TrafficCar Class Implementation in C++
Lecture 14: SideObject Class Implementation in C++
Lecture 15: Player Class Implementation in C++
Lecture 16: GameManager Class Implementation in C++
Chapter 6: Interaction Diagrams
Lecture 1: Communication Diagram – Part I
Lecture 2: Communication Diagram – Part II
Lecture 3: Communication Diagram – Part III
Lecture 4: Communication Diagram – Part IV
Lecture 5: Sequence Diagram – Part I
Lecture 6: Sequence Diagram – Part II
Lecture 7: Sequence Diagram – Part III
Lecture 8: Sequence Diagram – Part IV
Lecture 9: Scene Class Discussion
Lecture 10: Scene Class Implementation in Java – Part I
Lecture 11: Scene Class Implementation in Java – Part II
Lecture 12: Collision Behavior Implementation in Java – Part I
Lecture 13: Collision Behavior Implementation in Java – Part II
Lecture 14: Scene Class Implementation in C# – Part I
Lecture 15: Scene Class Implementation in C#- Part II
Lecture 16: Collision Behavior Implementation in C# – Part I
Lecture 17: Collision Behavior Implementation in C# – Part II
Lecture 18: Scene Class Implementation in C++ – Part I
Lecture 19: Scene Class Implementation in C++- Part II
Lecture 20: Collision Behavior Implementation in C++ – Part I
Lecture 21: Collision Behavior Implementation in C++ – Part II
Chapter 7: State Machine Diagram
Lecture 1: State Machine Diagram Files
Lecture 2: Code Cleanup – Java
Lecture 3: Code Cleanup – C#
Lecture 4: Code Cleanup – C++
Lecture 5: State Changes in Java
Lecture 6: State Changes in C#
Instructors

Umar Lone
Trainer, developer & founder at Poash Technologies
Rating Distribution
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