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Mod Details

This module provides students with hands-on experience developing advanced interactive software using object-oriented programming techniques and commercial practices. Students will gain skills in frameworks, UML, networking, client-server architecture, and programming with Windows API, data structures, threads, and sockets. Assessment includes coursework implementing an OO design, applying data structures, refactoring procedural code, and developing a client-server application or exam. The module aims to develop technical and personal skills for IT professionals.

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bob
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0% found this document useful (0 votes)
57 views

Mod Details

This module provides students with hands-on experience developing advanced interactive software using object-oriented programming techniques and commercial practices. Students will gain skills in frameworks, UML, networking, client-server architecture, and programming with Windows API, data structures, threads, and sockets. Assessment includes coursework implementing an OO design, applying data structures, refactoring procedural code, and developing a client-server application or exam. The module aims to develop technical and personal skills for IT professionals.

Uploaded by

bob
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Module Title:

Advanced Interactive Programming

Short Name:

AIP

Module Code:

CO603

Module Type:

UG

Buckinghamshire New
University Responsible
School:

Applied Production &


New Media

Level:

Valid From:

Sept 08

Credit Points:

30

Expected Length:

30 wks

Semester:

Year Long

Brief Description and Indicative Content


This module provides students with an opportunity to apply advanced programming techniques in the
development of interactive standalone and networked software. Participants will gain hands on experience
of commercial practices in the development of reliable, maintainable applications through a variety of tools
and methodologies.

Indicative Content:
General
Frameworks
Agile development, test driven development, refactoring
UML
Networking
OSI model
TCPIP & UDP
Ports
Client Server Architecture
Distributed Games
Scalability
Security
Synchronisation
Predictive modelling (Dead reckoning)
Frame timing
Programming
Windows API
Encapsulation, inheritance, polymorphism
Classes, objects, structures
Overriding, overloading, operator overloading
Recursion, generics
Data structures, lists, stacks, graphs, trees, BSP trees
Threads, ports & sockets
Client server programming, handling network events
Control game objects

Intended Learning Outcomes


On successful completion of the module, the student will be able to:
1.

Appreciate the advantages of an object-oriented approach to software development

2.

Interpret and implement an object oriented design of a complex software system.

3.

Select the most appropriate data structure for a given problem.

4.

Demonstrate an understanding of the principles and concepts behind computer networks as they
relate to multiplayer games and distributed software.
Apply a Software Engineering methodology to the development interactive software

5.

Skills / PDP Statement


The remit of Higher Education must include strategies for developing a wider range of technical skills
alongside the development of cognitive abilities and personal attributes that are conducive to successful
performance at work. This philosophy has been fully endorsed by e-skills UK, which have stated that certain
skills are essential for every potential IT Professional. This organisation has established two categories of
Skill areas Business and Personal, within which various transferable skills have been identified. Those
relevant to this subject area have been acknowledged below, and integrated within this module to support
the learner and to develop the learning platform from which students are able to succeed in an IT age
where lifelong learning is part of the process for a successful and continued career.
This module provides the opportunity for students to cover the Business Skill areas of::
Organisational awareness, Consultancy skills, Customer service, Quality assurance, Innovation, IT
awareness and impact, IT legal matters including ethics and professionalism.
This module also provides the facilities for students to cover the Personal Skills areas of::
Communication, Team working, Critical analysis and decision making, Creative thinking, Problem
solving, Self development, English, Maths and IT user skills.
Assessment Regime
Formative /
Summative*:

Type*:

Indicative Description:

% Weighting*:

Indicative Due
in Week No:

Summative

Coursework1

Implement OO design

20%

Summative

Coursework2

Apply data structures

30%

14

Summative

Coursework3

Refactor procedural application

25%

23

Summative

Coursework4

Develop Client Server Application

25%

28

Alternative to
Last
Coursework
Summative

Exam

2 Hour Unseen Paper

25%

29/30

Indicative Teaching and Learning and Assessment Strategies


Indicative Teaching and Learning Strategy
Short presentation introducing the theoretical concepts, principles and theories will be embedded within
practical sessions, during which students will reinforce their understanding through the completion of
exercises. Students will be encouraged to adopt industrial working practices (including pair programming)
during the practical sessions, thereby gaining valuable experience of a simulated working environment in
addition to the benefits associated with pier assisted learning.
Assessment Strategy
This practical module will be assessed via four pieces of course work
1. Students will be asked to implement an object oriented design (LO 1 & 2).
2. Students are given an opportunity to develop an application that incorporates a number of different
data structures ( LO 1, 2, 3 & 5)
3. Refactor an existing application (LO 1, 4 & 5)
4. The forth assignment requires students to develop a Client Server application (LO 2, 3 & 4).
alternatively
4. The exam tests the students knowledge of the C++ syntax and understanding of the issues related
to data structures and network programming (LO 2, 3 & 4).
A grade assessment criterion will be provided with the assignment highlighting the expectations for
each grade.

Core Resources (texts, journals, websites)


Key Text(s):
1.

Author

Title

Date

Publisher

S. Lippman

C++ Primer

2005

Addison Wesley

Key Journal(s):
1.
Key Website(s):
1.
http://www.cplusplus.com
2.

http://msdn2.microsoft.com

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