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Mobile Application Developer Bootcamp is unfortunately unavailable

Thankfully we have 1 other Mobile Application Development Class for you to choose from. Check our top choice below or see all classes for more options.

iOS Support Essentials

Future Media Concepts

Learn how to optimize your iPhone or iPad experience with iOS Support Essentials, a comprehensive course offered at Future Media Concepts. Gain valuable knowledge on file sharing, document creation, web browsing, data backup, security measures, and software updates to enhance your Apple device. Perfect for both new users and experienced IT support staff.

(22) All levels 18 and older
$1,195

2 sessions

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Mobile Application Developer Bootcamp

Become a skilled mobile application developer with the Mobile Application Developer Bootcamp at Developer Bootcamp. Gain expertise in creating Android and iPhone apps using Swift and learn how to connect apps to web services, handle runtime errors, and more. Start your journey towards becoming a mobile app developer today.

  • All levels
  • 18 and older
  • $2,400
  • Virtual Classroom
  • 12 hours

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  • $2,400
  • Virtual Classroom
  • 12 hours
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Class Description

Description

What you'll learn in this mobile application development training:

The Mobile Application Developer bootcamp provides multi-device coverage for Android™ applications as well as iPad®/iPhone® applications using Swift.

This program prepare you to code applications for Android and iPhone environments. Coverage begins by setting up the Android IDE to develop and test Android apps for smartphones and tablets. Android-specific topics include using standard widgets such as buttons, checkboxes, lists, date/time pickers and images. Additionally, you will learn to develop native applications for iPhone with Swift using the Xcode interface. Optional courses in this track include Objective-C and Microsoft’s cross-platform Xamarin programming environment.

Program Highlights:
  • Creating Android apps for mobile devices
  • Setting up the IDE to develop and test Android apps for smartphones and tablets
  • Embedding SQLite databases in apps for persistent storage
  • Connecting Android apps to web services and Java libraries
  • Packaging and deploying apps to phones and tablets
  • Using Xcode to build iPhone and iPad apps
  • Working with Swift data types
  • Understanding iOS app life cycle
  • Handling run time errors in Swift
  • Using Web services to manage data
  • Recording and playing back sound
Required Courses:
Students who lack programming experience may elect to attend the introductory Learning to Program with Java course at no additional charge.
  • Android™ Application Development (35 hours)
  • Swift Programming for iPhone® and iPad® Applications (35 hours)
Optional Courses:
  • iOS Programming for iPhone® and iPad® Applications Using Objective-C (35 hours)
  • Xamarin Cross-Platform Mobile Application Development (35 hours)
Course Track Options:
  • 2-course track: $2,400 
  • 3-course track: $3,600 
  • 4-course track: $4,800
Note: This is an on-demand class and the student can start anytime after purchase. Date posted is just a tentative start date

Android™ Application Development

This hands-on course conveys the fundamental skills necessary to deploy Android Apps on mobile devices such as phones and tablets. Attendees will design and build a variety of Android Apps throughout the course. Previous Java programming knowledge is not essential, but basic programming experience is required. Java code used in the exercises is fully explained.

The course emphasizes proper layout of the user interface (UI), including how to add buttons, labels, textboxes, checkboxes, images and other widgets to the UI. Students will learn how to utilize Android's XML-based layout system, which builds the UI with containers and widgets, as well as how to set wallpapers and add menus to the UI. Students practice with dialog techniques including the display of popup messages.

Students also learn how to handle screen rotation, and how to define UIs so they can adjust for different screen sizes. The course teaches students how to accept user input from keyboards (either externally attached or from the built-in keyboard), how to use the date/time picker, and how to present users with choices using Selection Lists. Students will learn how to add tabs to the UI, as well as how to display HTML content using the built-in WebKit browser.

Students will learn how to program control of state changes in the Activity Lifecycle: active, paused, stopped or dead. For instance, since Apps often run on phones, taking a call may send an App from the active state to the paused state. Or, if battery life is low the App may be forced into the dead state. Student will learn how to manage Activities moving between these states so that Apps can, for example, save inputted data before transitioning into the dead or paused state. Also related to this is the ability for an Activity to launch Sub-Activities, which allows Apps to run processes in the background (such as downloading files).

Coverage of data storage includes best practices for storing images and files. Student will also learn how to embed SQLite databases in Apps, and then use these databases to store and retrieve any kind of data.

The course emphasizes Service Oriented Architecture (SOA), and students learn how to connect Apps to web services such as Google Maps and UPS's package tracking API. In addition to using outside web services, the course also demonstrates how to use many of a phone or tablet's built-in features such as the camera, location service (which determines where the device is physically located), and the Accelerometer (which determines if the device is being tilted and how fast it's being tilted). Additional topics include how to play audio and video, and standard techniques for storage and retrieval.

Students employ Android Studio to perform comprehensive hands on exercises throughout the course to reinforce learning and develop real competency. Various alternative App development environments are compared to Android Studio, including Flex, Air, PhoneGap and Eclipse.

Duration: 35 hours

Prerequisites: Prior experience with a scripting or programming language is required.

Students Will Learn:
  • Introduction to Android
  • Installing the Android SDK
  • Creating Android Projects in the IDE
  • Java Language Highlights
  • Activities and User Interfaces
  • Widgets and Layouts
  • Accepting User Input
  • Developing Layouts
  • Spinners and Lists
  • Passing Control With Intents
  • User Feedback - Toasts, Dialogs, Notifications and Alarms
  • Menus and the Action Bar
  • Background Threads and Services
  • Broadcast Receivers
  • SQLite Databases
  • Content Providers
  • Cameras, Audio and Video
  • Telephony and Message Services
  • Sensors
  • Networking and Web Services
  • Packaging Apps for the Google Play Store
  • Mapping and Location Services
  • Advanced UI Techniques
  • Bluetooth Networking and NFC
Course Overview:

Getting Started with Android App Development
  • Fundamental Components of Android Phones and Tablets
  • Installing and Configuring Eclipse to Create Apps
  • Testing Apps Using the Simulator
  • Understanding Service Oriented Architecture (SOA)
Creating the User Interface (UI)
  • Core Components of Android User Interfaces (UIs)
  • Using Android’s XML-Based Layout System to Define UIs
  • Common Widgets
    - Buttons
    - Labels
    - Checkboxes
  • UI Layout Best Practices
Mastering User Interface Layouts
  • Pros And Cons of Different Layout Models
  • Using Containers to Control the Location of Widgets
  • Defining a Widget's Position Relative to Other Widgets
  • Overlapping Widgets
  • Using Table-Based Layouts
  • Enabling Scrolling
Accepting User Input
  • The Android Input Method Framework
  • Getting Input from Attached and/or Internal Keyboards
  • Processing Choices with Selection Lists
  • Adding Icons to Selection Lists
  • Using Sliders and Checkboxes
  • Using Date and Time Pickers
  • Responding to Taps And Swipes
Menus, ActionBars and Popups
  • Adding Traditional Application Menus to Apps
  • Displaying Context Menus When Users Tap and Hold
  • Using Actionbars (Toolbars For Android Apps)
  • Displaying Popup Messages
Advanced User Interfaces and the WebKit Browser
  • Embedding HTML Content in Apps with WebKit
  • Displaying Analog and Digital Clocks
  • Using Tabs to Display Multiple UIs
  • Applying Standard Styles and Fonts
  • Creating Reusable UI Components with Fragments
Working with App Activities and Intent Filters
  • The Application Activity Lifecycle
  • Saving Data when Apps are Paused Or Killed
  • Using Threads to Run Background Services
  • Launching Sub-Activities
  • Handling Phone Calls
  • Optimizing Device Resources
Data Management
  • Embedding SQLite Databases in Apps
  • Permanently Storing Data in Local Databases
  • Retrieving Database Data when Apps Start
  • Best Practices for Data Management
Saving Files and Images
  • Storing Images, Strings and Arrays
  • Playing Audio and Video Files
  • Best Practices for Saving Files
  • Creating and Storing Wallpapers
Using Java Libraries and Web Services
  • Using Pre-Compiled Java Libraries
  • Connecting to Web Services (such as Google Maps)
  • Downloading Internet Content
Handling Rotation and Different Screen Sizes
  • Different Strategies for Handing Screen Rotations
  • Controlling UI Changes when Screens Rotate
  • Issues Related to Tablets and Larger Screens
  • Creating UIs that are Compatible with All Screen Sizes (Right-Sizing)
Working with Built-in Android Features
  • Accessing and Using MapView
  • Getting the Location of the Phone Or Tablet
  • Working with the Camera
  • Working with Permissions and the Security Framework
Deploying to Android Devices
  • Checking for and Requiring Phone or Tablet Features
  • Deploying to the Android Store
  • Deploying Directly to Devices
Alternative Development Options and Other Resources
  • Building Apps with PhoneGap
  • Using Flex, Air and Other Development Options
  • Locating Resources and Help

Swift Programming for iPhone® and iPad® Applications

In this hands on Swift 4 programming course, attendees will learn how to develop iPhone and iPad apps using Swift and Xcode. Students begin by learning the fundamentals of the Swift language. They will explore how to build object-oriented applications by creating Swift classes with properties, initializers and both instance and class methods. They will see how to effectively use advanced Swift features like generics, closures, and error handling.

Students will use Storyboards to design user interfaces for iOS apps. They study how to configure view controller classes to interact with iOS views and controls (labels, text fields, buttons, segmented controls, switches, table views, etc.) using IBOutlets, create event handlers using IBActions and then code events handlers. They learn how to use segues to manage transitions between views.

Students will become proficient in implementing master/detail apps. Features explored include configuring table views, designing details views, implementing add features, and coding "swipe to delete". Students also learn how to implement different types of custom table view cells. This type of app is among the most common app found in the marketplace.

Students learn how to persist data using three different techniques: read and write local files on the device, make asynchronous calls to Web services and parse XML data from the HTTP response, and use Core Data to interact with local SQLite databases.

Students examine how to work with images, as well use touch and gesture recognizers to respond to complex user interactions like pinch to zoom. They learn how to use tab bar controllers to build a multi view app. They learn about the life cycle of an iOS app and how to write code to respond to state transitions, including scheduling code to run in background when the app isn't active.

Throughout the course, students work with the Apple's Cocoa Touch UI Framework. They examine how to implement Apple's delegate design pattern which is used in many APIs. Students practice these skills by working with pickers and collection views, as well as writing code to capture images with the camera.

The course emphasizes best programming practices. Comprehensive hands on exercises are integrated throughout to reinforce learning and develop real competency. Students will create iOS apps using Swift from the ground up, demonstrating the features of Swift, iOS, and its supporting code libraries.

Duration: 35 hours

Prerequisites: Prior programming experience in an object-oriented language such as Objective-C, Java, C# or C++.

Students Will Learn:
  • Using Xcode to build iPhone and iPad apps
  • Working with Swift data types
  • Using Swift control structures such as if, while and for
  • Creating and calling Swift functions
  • Managing data using Swift arrays and dictionaries
  • Designing and using Swift classes
  • Understanding how ARC manages memory
  • Handling run time errors in Swift
  • Understanding the iOS app life cycle
  • Understanding Apple's implementation of the MVC design pattern
  • Using Storyboards to design user interfaces
  • Creating and configuring view controllers
  • Building IBOutlets to interact with UI widgets
  • Creating IBActions to handle UI events
  • Using AutoLayout to create user interfaces for multiple iOS devices
  • Using Apple's singleton and delegate design patterns
  • Creating Single View apps
  • Creating Tab Bar apps
  • Creating master/detail apps
  • Customizing table views and table view cells
  • Interacting with local files on the device
  • Using Web services to manage data
  • Persisting data locally using Core Data
  • Working with collection views
  • Capturing images using the camera
  • Working with gesture recognizers
  • Creating finite-length background task
Course Overview:

Programming iOS Apps in Swift on a Mac
  • What is iOS?
  • Devices that Support iOS
  • Building a Developer's Workstation
  • Examining the macOS
  • Exploring macOS Tools
  • Enrolling in the Apple Developer Program
Xcode IDE
  • Using Swift Playgrounds
  • Creating Apps Using Xcode Templates
  • Exploring the Xcode IDE
  • Leveraging Xcode Debugging Support
Swift Data Types
  • Declaring Variables and Constants
  • Working with Swift Numeric Data Types
  • Working with Strings
  • Working with Dates
  • Understanding Swift Optionals
  • Designing with Swift Generic Types
  • Working with Collections (Arrays and Dictionaries)
  • Using Tuples
Swift Control Structures
  • Using Flow Control Statements (if, switch)
  • Writing Loops (for, while, repeat)
  • Writing and Calling Functions
    - Defining Parameters
    - Specifying Return Type
    - Using Named Parameters
    - Nesting Functions
  • Using Swift Function Types
Object Oriented Programming Constructs
  • Defining Classes
  • Declaring Properties
  • Writing Initialization Methods
  • Creating Methods
  • Understanding Public vs. Private
  • Instantiating and Using Objects
  • Understanding ARC (Automatic Reference Counting)
Swift Error Handling
  • Understanding Swift Error Handling
  • Defining and Throwing Errors
  • Propagating Errors Using Throwing Functions
  • Handling Errors Using do-catch
  • Understanding the Swift Error Type
  • Converting Errors to Optionals
  • Using defer to Specify Cleanup Actions
iOS Design Patterns
  • Working with Model-View-Controller
  • Designing Singletons
  • Using Lazy Initialization
  • Implementing the Delegate Design Pattern
  • Declaring Protocols
  • Implementing Protocols
  • Optional Protocol Methods
iOS Apps
  • Understanding an Xcode Project Structure
  • Designing the UI Using Storyboards
  • Working with View Controllers
  • Creating IBOutlets and IBActions
  • Handling Events
  • Specifying Different Types of Keyboards
Enhancing iOS Apps
  • Exploring iOS Controls, Views and View Controllers
  • Creating Multiple Views Controllers
  • Using Segues for View Transitions
  • Using Navigation Controllers
  • Using AutoLayout to Constrain Views and Manage Layout in Differently Size Devices
Building Sophisticated User Interfaces
  • Working with Labels, Buttons and Text Fields
  • Using Switches and Sliders
  • Allowing User Selection with Pickers
  • Displaying Data Using Collection Views
  • Using Tab Bar Controllers to Arrange Multiple Views
Designing Master/Detail Applications
  • Implementing Master/Detail Applications
  • Configuring Table Views
  • Implementing Detail Views
  • Implementing Add Item Functionality
  • Implementing "Swipe to Delete"
  • Supporting Multiple Types of Table View Cells
Reading and Writing Files
  • iOS File System Structure
  • Understanding an Application's Sandbox
  • Locating Files
  • Working With Serializable Types
  • Reading and Writing Files
Working with Web Services
  • Using RESTful Web Services
  • Configuring and Using URLSession
  • Working with HTTP Requests
  • Formatting Data for POST Requests
  • Designing Completion Handlers to Process HTTP Responses
  • Parsing Data in HTTP Responses
  • Configuring App Transport Security
Using Core Data
  • The Managed Object Model
  • Managed Object Context
  • Creating a Core Data Application
  • Understanding the Core Data Model
  • Creating Entities and Attributes
  • Subclassing NSManagedObject
  • Fetching, Editing and Saving Core Data Objects
  • Working with the Core Data Master/Detail Template
System Events and Background Execution
  • Application Lifecycle Events
  • Examining the App Delegate
  • Reacting to System Events
  • Running Tasks in the Background
Touch Recognition and Gestures
  • Understanding Multi-Touch Concepts
  • iOS Recognizable Gestures
  • Recognizing User's Touch
  • Using Gesture Recognizers
Working with the Camera
  • Detecting the Camera
  • Types of Media
  • Working with UIImagePickerController
  • Capturing and Processing the Image
  • Saving the Image
  • Configuring Camera and Photo Library Permissions

Optional Course: iOS Programming for iPhone® and iPad® Applications Using Objective-C

Participants in this hands-on course will learn about and gain practice developing iOS applications for iPhone and iPad devices. Attendees will learn all the basics needed for iOS development, from installation of the Xcode editor to the Apple approval process. The Objective-C language is presented and used in hands on exercises to learn how it interacts with the hardware systems.

In hands on exercises, students will use built-in data views as well as create custom screens for data entry and presentation. Students will learn to follow Apple's design recommendations to provide clean interfaces that appropriately size to various devices and screens.

The course includes coverage of scheduled background execution to allow code to be run when the app isn't active and to schedule alerts to draw attention back to the app.

Comprehensive hands on exercises are integrated throughout to reinforce learning and develop real competency. Students will create apps from the ground up, demonstrating the features of Objective-C and serving as an introduction to developing apps for release to the App Store.

Duration: 35 hours

Prerequisites: Prior programming experience in an object-oriented language.

Students Will Learn:
  • iOS Overview
  • Using Xcode
  • Objective-C Language Fundamentals
  • Flow Control, Loops, Functions and Main
  • Heap, Stack, Pointers, and the Preprocessor
  • Object Oriented Programming with Objective-C
  • Objective-C Methods and ARC
  • Building iDevice Single View Applications with Xcode
  • MVC Architectures
  • Protocols/Delegates, Notifications and KVC/KVO
  • Forms, Views and ViewControllers
  • NSObjects and other Foundation Classes
  • Dynamic Typing vs Static Typing and Introspection
  • Singleton, Lazy Instantiation and Other Philosophies
  • Exception Handling, Logging and Debugging
  • Working with Threads
  • System Events and Background Execution
Course Overview:

Macintosh Orientation
  • Versions of iOS and Supported Devices
  • Overview of the New OS X
  • Command Line Interaction
  • Apple Approval Process
Objective-C
  • Fundamental Syntax
  • Object Oriented Programming Support
  • Using Dynamic Binding
  • Using ARC
  • Writing Code for Hardware Interaction
  • Data Types and Structs
  • Flow Control
  • Pointers, Heap and Stack
Xcode IDE Installation and Use
  • Installing and Updating Xcode
  • Code Development and Tracking
  • Debugging Utilities
  • Application Navigation Tools
NeXTStep Object Support
  • Using the NeXTStep Data Types
    - NSDate, NSPoint, NSSize, NSString
  • Using the NeXTStep Collection Objects
    - NSSet and NSMutableSet
    - NSArray and NSMutableArray
    - NSDictionary and NSMutableDictionary
MVC Architecture
  • Model-View-Controller Development Paradigm
  • Application Design Process
System Event Handling
  • Recognizing Apps Moving to Background
  • Detecting and Solving Low Memory Events
  • Handling Custom Events and Exceptions
SOA Application Design Overview
  • Service Oriented Architecture
  • Web Services Overview
  • Apple Push Notification Service (APNs)
Threading Support
  • Creating Threads
  • Using Threads for Asynchronous Processing
Dynamic Typing
  • Understanding the id Data Type
  • Analyzing Objects for Type Safety
  • Testing Objects for Function Support
Basic Design Patterns Used in iOS
  • Singleton Pattern
  • Lazy Instantiation
  • Protocol/Delegate Patterns
Custom View Design and Layout
  • Designing Views
  • Apple's UI Design Standards
  • Utilizing Controls
  • Custom View Transitions and Animations
Views and View Controllers
  • Using Generic Views and View Controllers
  • Using Specific Purpose Views
    - Text View
    - Web View
    - Map View
    - Table and Table Cell View
Blocks
  • Purpose and Syntax of Blocks
  • Block Animation Methods
  • Developing Multithreaded Blocks

Optional Course: Xamarin Cross-Platform Mobile Application Development

In this course students will learn how to use Xamarin as a cross-platform mobile development tool to build native Android and iOS apps using C# and a .NET code base.

Students will begin by learning how to use Xamarin.Forms to build Android and iOS apps using a single code base. Students will learn how to use XAML to define the UI layer for all platforms. By installing the app on both Android and iOS simulators and real test devices, they will see how the UI renders as native controls on each platform, thereby giving the app a native look and feel.

Coverage of XAML includes how to use XAML controls to interact with the use, how to use XAML to manage the UI layout, and how to connect UI events to C# event handlers. Students will also learn how to custom the UI appearance of an app for a specific platform. Students will learn how to interact with both local data stored on the device and how to communicate with, and process data from, RESTful services using Xamarin.Forms.

Xamarin also supports Xamarin Native, which allows developers to write separate native UI code for each platform. In this course, students will learn how to install and configure Xamarin.Android, and then examine Android application architectures. They will build Android applications in C# using Xamarin.Android using the Android designers and controls.

Students will also learn how to install and configure Xamarin.iOS, and then examine native iOS application architectures. Students will build Xamarin.iOS applications in C# using the iOS designers and controls.

This course will also examine how to work with touch and location services for both Android and iOS devices.

Duration: 35 hours

Prerequisites: C# programming experience.

Students Will Learn:
  • Configuring a Xamarin development system
  • Xamarin.Forms vs Xamarin.Native
  • Anatomy of a Xamarin application
  • XAML for Xamain.Forms apps
  • Handling XAML events
  • Customizing XAML.Forms controls on the Android and iOS
  • Working with data on the local device
  • Making calls to, and processing data from, RESTful services
  • How to build Xamarin.Android apps
  • How to build Xamarin.iOS apps
  • Working with Touch
  • Working with Location Services
  • Using NuGet and the Xamarin Store
Course Overview:

Introduction to Cross-Platform Development
  • Examining the Android, iOS and Windows UI Experiences
  • Options for Cross-Platform Mobile Development
  • Problems with Cross-Platform Mobile Development
  • Getting to Know Xamarin
  • Anatomy of a Xamarin Application
  • Understanding Portable Class Libraries
Configuring your Development Environment
  • Installing Visual Studio and Xamarin
  • Configuring the Mac for iOS Apps
  • Testing Apps Using Emulators
  • Testing Apps on Physical Devices:
  • Building a "Hello World" Shared Project in Visual Studio
Improving Your C#
  • Reviewing C# and the .NET Framework
  • Understanding await/async
  • Understanding RESTful Services
Part I: Introduction to Xamarin.Forms
  • Configuring the Visual Studio Project
  • Introducing XAML
  • Handling Events
  • Using XAML to Layout the UI
  • Using XAML Controls
  • Platform Specific Calls
Part II: Introduction to Xamarin.Forms
  • Working with Text
  • Working with XAML Resources
  • Working with XAML Styles
  • Data Binding
  • Working with Bitmaps
Customizing Xamarin.Forms Controls on Each Platform
  • Custom Renderers
  • Implementing and Customizing Views
  • Using Dependency Injection
Working with Xamarin.Android for Native UI
  • Configuring the Visual Studio Project
  • Understanding Android Concepts
  • Events, Protocols and Delegates
  • Designing a UI for the Android
  • Layouts
  • Widgets
  • Accessing Android APIs
  • Calling Existing Java Code
Working with Xamarin.iOS for Native UI
  • Configuring the Visual Studio Project
  • Understanding iOS Concepts
  • iOS Model-View-Contrroller
  • Events, Protocols and Delegates
  • Designing a UI for iOS
  • StoryBoards
  • Types of UIViewControllers
  • Accessing iOS APIs
  • Calling Existing Objective C/Swift Code
Working with Data
  • Local Data Options
  • Calling RESTful Services
Working with Touch
  • Understanding Touch Events
  • Using Gesture Recognizers
Working with Location Services
  • Understanding GeoLocation
  • Implementing "Where Am I"
Extending Your Application with NuGet and the Xamarin Components Stores
  • Cloud Service Features (ex: Authentication Support, Azure Mobile Client, etc)
  • Libraries (ex: Barcode Scanning, Messaging, Credit Card Scanning, etc)
  • User Interface Components (ex: Charts, Carousels, Signature Pads, etc)

Optional FREE Introductory Course: Learning to Program with Java

This hands on Java Programming course provides an introduction to programming using the Java language. Students are introduced to the application development cycle, structure of programs, and specific language syntax. The course introduces important algorithmic constructs, string and character manipulation, dynamic memory allocation, standard I/O, and fundamental object-oriented programming concepts. The course explains the use of inheritance and polymorphism early on so the students can practice extensively in the hands on labs. Structured programming techniques and error handling are emphasized. The course includes the processing of command line arguments and environment variables so students will be able to write flexible, user-friendly programs. Comprehensive hands on exercises are integrated throughout to reinforce learning and develop real competency.

Duration: 35 hours

Prerequisites: Familiarity with computers.

Students Will Learn:
  • Fundamental elements of programming
  • Interactive Development Environment (IDE) concepts
  • Classes, objects and methods
  • Declaring and instantiating a Java object
  • Using conditional and looping constructs
  • Declaring and instantiating arrays
  • Using and creating interfaces
  • Defining classes using inheritance
  • Exception handling
  • Formatting output with class Formatter
  • Using strings, characters and regular expressions
  • GUI programming concepts
Course Overview:

Fundamentals of the Program Development Cycle
  • Computer Architecture
  • The Notion of Algorithms
  • Source Code vs. Machine Code
  • Compile-Time vs. Run-Time
  • Software Program Architecture
    - Standalone
    - Client/Server
    - Distributed
    - Web-Enabled
  • IDE (Interactive Development Environment) Concepts
Application Development Fundamentals
  • Structure of a Java Program
  • Memory Concepts
  • Fundamental Data Type Declarations
  • Fundamental I/O Concepts
  • Fundamental Operators
    - Arithmetic Operators
    - Logical Operators
    - Precedence and Associativity
  • Building and Deploying a Java Program
Introduction to Classes and Objects
  • Classes, Objects and Methods
  • Object Instances
  • Declaring and Instantiating a Java Object
  • Declaring Methods
  • set and get Methods
  • Initiating Objects with Constructors
  • Primitive Types vs. Reference Types
Flow Control
  • Conditional Constructs
  • Looping Constructs
    - Counter-Controlled Repetition
    - Sentinel-Controlled Repetition
  • Nested Control Constructs
  • break and continue Statements
  • Structured Programming Best Practices
Writing Methods (Functions)
  • Static vs. Dynamic Allocation
  • Declaring Methods
  • Declaring Methods with Multiple Parameters
  • Method-Call Stack
  • Scope of Declarations
  • Argument Promotion and Casting
  • Designing Methods for Reusability
  • Method Overloading
Arrays
  • Purpose of Arrays
  • Declaring and Instantiating Arrays
  • Passing Arrays to Methods
  • Multidimensional Arrays
  • Variable-Length Argument Lists
  • Using Command-Line Arguments
  • Using Environment Variables
Deeper Into Classes and Objects
  • Controlling Access to Class Members
  • Referencing the Current Object Using this
  • Overloading Constructors
  • Default and No-Argument Constructors
  • Composition of Classes
  • Garbage Collection and Destructors
  • The finalize Method
  • Static Class Members
Defining Classes Using Inheritance
  • Superclasses and Subclasses
  • Advantages of Using Inheritance
  • protected Class Members
  • Constructors in Subclasses
Increasing Convenience by Using Polymorphism
  • Purpose of Polymorphic Behavior
  • The Concept of a Signature
  • Abstract Classes and Methods
  • final Methods and Classes
  • Purpose of Interfaces
  • Using and Creating Interfaces
  • Common Interfaces of the Java API
Files and Streams
  • Concept of a Stream
  • Class File
  • Sequential Access
  • Object Serialization to/from Sequential Access Files
  • Additional java.io Classes
Fundamental Searching and Sorting
  • Introduction to Searching Algorithms
    - Linear Search
    - Binary Search
  • Introduction to Sorting Algorithms
    - Selection Sort
    - Insertion Sort
    - Merge Sort
Fundamental Data Structures
  • Dynamic Memory Allocation
  • Linked Lists
  • Stacks
  • Queues
  • Trees
Exception Handling
  • Types of Exceptions
  • Exception Handling Overview
  • Exception Class Hierarchy
  • Extending Exception Classes
  • When to Throw or Assert Exceptions
Formatted Output
  • printf Syntax
  • Conversion Characters
  • Specifying Field Width and Precision
  • Using Flags to Alter Appearance
  • Printing Literals and Escape Sequences
  • Formatting Output with Class Formatter
Strings, Characters and Regular Expressions
  • Fundamentals of Characters and Strings
  • String Class
  • String Operations
  • StringBuilder Class
  • Character Class
  • StringTokenizer Class
  • Regular Expressions
    - Regular Expression Syntax
    - Pattern Class
    - Matcher Class
Fundamental GUI Programming Concepts
  • Overview of Swing Components
  • Displaying Text and Graphics in a Window
  • Event Handling with Nested Classes
  • GUI Event Types and Listener Interfaces
  • Mouse Event Handling
  • Layout Managers

Remote Learning

This course is available for "remote" learning and will be available to anyone with access to an internet device with a microphone (this includes most models of computers, tablets). Classes will take place with a "Live" instructor at the date/times listed below.

Upon registration, the instructor will send along additional information about how to log-on and participate in the class.

Refund Policy

  • Cancellations made at least 2 business days in advance of the class will be honored with a refund less 5% cancellation fee.
  • Students who cancel less than 2 business days prior to the start time of the class will receive a credit towards a future class.

In any event where a customer wants to cancel their enrollment and is eligible for a full refund, a 5% processing fee will be deducted from the refund amount.


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