Object Orientated Programming for Games and Digital Media
15 Credits
Module code: COMP1774
Level: 4
Credits: 15
School: Liberal Arts and Sciences
Department: Computing and Mathematical Sci.
Module Coordinator(s): Damon Daylamani-Zad
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Pre and co requisites
Programming for Games and Digital Media
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Aims
To provide a solid foundation of fundamental object-oriented programme design and development skills. Emphasis is on the quality of designs for scalability and reuse, and the need for a professional approach to software development.
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Learning outcomes
On successful completion of this course a student will be able to:
Recognise and apply principle features of object-oriented design such as abstraction, encapsulation, inheritance and polymorphism.
Design non-trivial programmes with a view to flexibility and reuse using appropriate design methods.
Develop and test small software systems to conform to a specification.
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Indicative content
This course provides an introduction to object-oriented software development. The fundamental principles for using an industry relevant object oriented programming language (such as C#), within an integrated development environment (such as Visual Studio) are presented. A design approach appropriate for the programming language will be used throughout. Basic elements of object oriented programming are introduced and the issues of code reuse and software quality are discussed.
Relevant content include:
• primitive data types, variables, operators and expressions;
• methods and parameter passing;
• control flows through selection, iteration and recursion;
• simple I/O, event-based and GUI programming;
• reference types: classes, objects and arrays;
• arrays and collections;
• exception handling and testing;
• programming style and common coding conventions including layout and commenting;
• use of relevant online documentation.
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Teaching and learning activity
This course is to be delivered via several complementary activities: lectures, tutorials, practical work and directed unsupervised learning. The rationale for this mix of activities is to give the students an interesting and varied learning experience combining theory and analysis to underpin the core practical work.
Students will also have extra support through supplemental material in the form of digital recordings such as screencasts and example projects to analyse and disseminate.
Scheduled contact/learning hours:
Lectures 12;
Supervised practical laboratory sessions 12;
Independent coursework 25;
Independent laboratory work 48;
Other independent non-scheduled time 40;
Total hours 150 (1 credit = 10 hours).
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Assessment
Method of summative assessment: Practical Coursework
Outcomes assessed:1,2,3
Grading Mode (e.g. pass/ fail; %): %
Weighting % :100%
Passmark: 40%
Word Length: 2000
Outline Details:A practical programming project with accompanying report.