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SSST Subjects

Applied Programming L6

 
 

Programme(s) where module is offered

  • BSc Computer Science with Electrical Engineering;
  • BSc Computer Science with Economics;
  • BSc Computer Science with Management;
  • BSc Computer Science with International Relations;
  • BSc Computer Science with Political Science;
 

Status (core, option, free choice)

Core

 

FHEQ Level

6

 

Unit Value

6 ECTS

 

Term taught

Spring

 

Pre-Requisite Modules or Qualifications

CSIS280, CSIS270

 

Module Code

CS450

 

Module coordinator

TBD

 

Applicable From

2016

 

Educational Aims of the Module

  • The aim of this module is to enhance the programming skills of students.
  • The design and development of software applications for devices such as smart phones and tablets requires understanding of the features and constraints of the platform, so as to select the appropriate tools and take advantage of the available hardware.
  • The module builds on previous modules in operating systems, algorithms, data structures, programming, and interface design.
  • Students will work in small groups to develop a realistic application using state-of-the-art tools.
  • The module will also explore ways of uploading the created applications across different electronic sales platforms/Stores and potential commercial opportunities that can arise from such actions.
 

Module Outline/Syllabus

  • Mobile/Tablet device platform overview: processors and operating systems; memory; graphical display; sensors; touch input; networking and communication.
  • Mobile/Tablet application development: characteristics of mobile applications; development tools and emulators.
  • Application design: start screen; GUI design and navigation; custom icons; data storage
  • Application development: creating a project; creating an application; linking; running in emulator.
  • User interface and user experience: input modalities; error handling; responding to events; data manipulation and display.
  • Data and network services: network connections; phone limitations; web data standards; cloud storage.
  • Sensors and services: accelerometer; geographic location; map services, NFC sensors
  • Getting the application to the Market Place: deploying and testing applications; submission and approval process; free and paid applications.
 

Student Engagement Hours

Type Number per Term Duration Total Time
Lectures 15 2 hours 30 hours
Laboratory sessions 15 2 hours 30 hours
Total Guided/Independent Learning Hours 90
Total Contact Hours 60
Total Engagement Hours 150
 

Assessment Method Summary

Type Number Required Duration / Length Weighting Timing / Submission Deadline
Mid-term exam 1 90 minutes 20% Mid-semester
Project (Individual) 1 2,000 - 3,000 words 30% Week 14
Final Exam 1 180 minutes 50% End semester
 

Module Outcomes

Intended Learning Outcomes:

  • Understanding and implementing advanced programming projects.
  • Comprehensive understanding of the principles of event based programming.
  • Good familiarity with user interface design for phones and tablets.
  • Demonstrable knowledge of sensors and the connectivity features of phones and tablets.
  • Ability to run mobile applications in an emulator and deploying them on real devices.

Teaching and Learning Strategy:

  • Lectures (ILO: 1, 2, 3)
  • Laboratory sessions (ILO: 1-5)
  • Project (ILO: 1-5)

Assessment Strategy:

  • Mid-term exam (ILO:1-3)
  • Final exam (ILO: 1-4)
  • Project (ILO: 1-5)

Practical Skills:

  • Ability to design and implement an application for a phone and/or tablet.
  • Ability to use an emulator to test and debug the application.
  • Ability to deploy the application to a real phone/tablet.

Teaching and Learning Strategy:

  • Lectures, laboratory sessions (PS:1-3)
  • Project work (PS:2-3)

Assessment Strategy:

  • Project (PS:1-3)

Transferable Skills:

  • Attention to detail
  • Teamwork
  • Self-management
  • Computer literacy
  • Problem solving skills
  • Critical thinking and reasoning

Teaching and Learning Strategy:

  • Laboratory sessions (TS:1 -6)
  • Lectures (TS: 1, 4-6)
  • Project (TS:2,3,6)

Assessment Strategy:

  • Mid-term exam (TS: 1, 3, 5, 6)
  • Final exam (TS: 1, 3, 5, 6)
  • Project (TS:1-6)
 

Key Texts and/or other learning materials

Set text

  • Mathians, M. & Gallagher, J. (2015) Swift Programming: The Big Nerd Ranch Guide (Big Nerd Ranch Guides), 1st Edition, Big Nerd Ranch Guides.

Supplementary Materials

  • Barney, L., (2009), Developing Hybrid Applications for the iphone: Using HTML, CSS and JavaScript to build dynamic Apps, Addison Wesley
  • Karlins, D., (2014), Developing Mobile Websites with HTML 5, Cengage Learning
  • Hellman, E., (2013) Android Programming: Pushing the Limits, Wiley
  • Iversen, J., Eierman, M., (2013), Learning Mobile App Development: A hands-on Guide to Building Apps with iOS and Android, Addison Wesley
  • Clifton, G., (2015), Android User Interface Design: Implementing material design for developers, Addison Wesley
  • Nudelmann, G., (2013), Android Design Patterns, Wiley
  • Firtmann, M., (2013), Programming the mobile web, 2nd Edition, O’Reilly Media
  • Android How to Program . With an introduction to Java, Harvey M. Deitel
  • Android App Development and Design: Learn by Video, Constantin Ehrenstein, video2brain
  • Android Programming: The Big Nerd Ranch Guide, Bill Phillips, Brian Hardy
  • Starting Out with App Inventor for Android, Rebecca Halsey, Tony Gaddis

Please note

Hughes J.F., Van Dam A., Mcguire M., Sklar D., Foley J.D., Feiner S.K. and Akeley K., 2013, Computer Graphics Principles and Practice (3rd Edition), Addison-Wesley

More detailed information on the learning outcomes, content and teaching, learning and assessment methods of each module and programme can be found in the departmental or programme handbook.

Alan Watt., 1999, 3D Computer Graphics (3rd Edition), Pearson

James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes., 2003, Computer Graphics: Principles and Practice in C 2nd Edition, Pearson

Akenine-Moller, T., Haines, E., 2008, Real-time rendering 3rd Edition, A K Peters Ltd.

Pharr, M.,2010, Physically Based Rendering, 2nd Edition, Morgan Kaufmann

Reinhard, Ward, Pattanaik, Debevec, 2010, High Dynamic Range Imaging,2nd Edition, Morgan Kaufmann

R. Brinkmann, 2008, The Art and Science of Digital Compositing, 2nd Edition, Morgan KaufmanS.Govil-Pai, 2005,Principles of Computer Graphics, Springer

Edwards, B., 2013, Drawing on the right side of the brain, 4th Edition, Souvebir Press Ltd

Date of Production : Autumn 2016

Date approved by School Learning and Teaching Committee: 28th September 2016

Date approved by School Board of Study : 12th October 2016

Date approved by University Learning and Teaching Committee: 2nd November 2016

Date of Annual Review: December 2017

       
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