JA321 - Intro to OO Java Development for Procedural Developers Using Eclipse

CCyD - Centro de Capacitación y Desarrollo
En Buenos Aires

$ 3.807
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Información importante

  • Capacitación
  • Buenos aires
  • Duración:
    4 Días

Dirigido a: This is a basic course for programmers

Información importante

Dónde se enseña y en qué fechas

inicio Ubicación
Buenos Aires
Buenos Aires, Argentina
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Preguntas Frecuentes

· Requisitos

You should be able to program in a procedural Third Generation Language (3GL), such as COBOL or RPG with assistance. What's Next Move beyond the fundamental skills of Java syntax and logic flow into concepts, see: Developing and Testing OO Applications with Java Using Eclipse (JA341) and take the courses recommended in the IBM Training Path (see the Overview section)


Skills taught
Write, compile, and execute a simple Java program, using the open source Eclipse Platform V3.0.1 as the IDE
Describe the incremental and iterative process for developing applications using object technology, and how it differs from traditional approaches, such as Waterfall, to application development
Explain the concept of encapsulation and how it applies to data and function
Understand messages as they relate to objects
Describe how objects send messages to one another
Describe the purpose of a class
Document a class using the UML by correctly building three-part boxes
Understand how encapsulation works with objects
Understand the difference between messages and methods
Identify actors within a problem domain
Differentiate between primary and secondary actors
Create a Use Case from a business problem domain description
Associate actors with Use Cases
Understand simple techniques to identify classes of objects in the system
Understand what makes a good object
Allocate behavior to objects based on the business
Understand the purpose of performing dynamic modeling in analysis
Develop a UML sequence diagram for a Use Case
Develop a UML class diagram for a Use Case
Understand class attributes and relationships that exist between objects and classes
Understand the difference between an analysis class diagram and a design class diagram
Understand the options for designing an association
Use primitive data types in a Java program
Use the commonly used operators in a Java program
Instantiate objects from classes
Send messages to objects
Receive return values from sent messages
Use the main features of the string and vector classes
Create your own class
Create and use instance variables and methods
Create and use class methods and variables
Create constructors
Create accessors and mutators
Understand Java's object model
Know why and how to create and use an abstract class
Know why and how to create and use an interface
Create subclasses that override methods of their superclass
Understand the use of super() and super.
Do basic Input/Output (I/O) operations needed to read files
Handle an I/O exception in code
Understand how to organize classes in packages to restrict access to class members
Course outline
Introduction to object technology
describe what object technology means
compare and contrast object technology application development with procedural application development
describe the advantages that object technologies provide
Java technology overview
define the components that make up the Java programming language
identify the existing Java technologies
describe some of the major Java development tools
describe the different deployment architectures
Object concepts
describe the main principles of object orientation, including objects and messages, encapsulation, instances versus classes, inheritance, and polymorphism
describe the advantages that each of the main principles provide
identify classes
Life cycle and methodology
describe a software life cycles and how it applies to OO development in terms of tradeoffs between several traditional life cycles
describe an OO methodology and its key components
Requirements and analysis
describe how to find actors and use cases
describe the layout of a use case diagram
describe the purpose of requirements and how use cases differ from traditional requirements techniques
follow the basic process of object-oriented analysis: finding objects, static class modeling, and dynamic class modeling
draw a sequence diagram
list candidate objects
draw a class diagram
Design and implementation
describe the purpose and process of doing OO design
describe how OO programming reflects the output of the design process
design an association
Java language syntax
describe the built-in primitive data types in Java
construct statements in Java
understand type conversion between primitive data types
Using existing classes
explain the relationship between classes and objects
use and explain object references
state the naming conventions for classes and variables
write code to instantiate objects and invoke the object's methods
list some of the methods of the String, Vector, Array and wrapper classes
describe the main features of the String class
compare Vector objects to arrays
list the benefits and costs of using wrappers rather than primitive data types
Creating your own classes
describe encapsulation and the private and public access modifiers
distinguish between composition and aggregation
write a class definition, making use of variables and methods, including getters and setters
explain the structure of a method, including parameters and return value
write code where a method invokes another method of the same object
contrast local and instance variables
write appropriate constructors for a class
explain the meaning and purpose of overloading
Class methods and variables
distinguish between static and instance members
state the benefits and constraints of static members
invoke static methods and refer to static variables
explain how the DateFormat and NumberFormat classes are used
Object hierarchy
explain the principles and benefits of inheritance
draw inheritance diagrams
use the instanceof operator to determine the type of an object
understand constructors
differentiate between aggregation and inheritance
Designing for change
describe the purpose and process of designing for change
list how object systems can be built to incorporate change more easily from every level: object, groups of objects, subsystems, and systems
interpret a design pattern
understand the problems solved by Java packages
describe the concept of namespace
state Java package naming conventions
state the Java program structure for using packages and adding to packages
provide default name space qualification
understand package member scope
know how to uniquely identify duplicate member names
state package deployment media alternatives
name the major core Java packages
use the Java CLASSPATH to manage access to packages
Introduction to I/O and exceptions
define exceptions
discuss the keywords associated with exceptions
describe the exception handling process
Objects today, tomorrow, and beyond
describe where objects are playing a role in today's application development life cycle
describe where objects will be and what technologies will be in use in the future

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