Registry
Module Specifications
Archived Version 2011 - 2012
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Description This module equips you with a foundation in the theory and practice of computer programming with C++. It also introduces concepts from Object Orientated development and software engineering such as UML, Extreme Programming and Agile methodologies. | |||||||||||||||||||||||||||||||||||||||||
Learning Outcomes 1. Compute a successful working basic program in the C programming language, using loops and selection 2. Design and implement well structured programs in C 3. Apply some of the basic data structures in the C programming language 4. Write C programs involving file handling 5. Write C++ programmes to solve problems relating to given scenarios 6. Understand how Object Orientated programming is implemented in C++ 7. Use the Unified Modelling Language (UML) to design programmes in C++ 8. Use the C++ Standard Template Library (STL) 9. Describe the Scrum Agile method 10. Describe the practices, values and principles of Extreme Programming (XP) | |||||||||||||||||||||||||||||||||||||||||
All module information is indicative and subject to change. For further information,students are advised to refer to the University's Marks and Standards and Programme Specific Regulations at: http://www.dcu.ie/registry/examinations/index.shtml |
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Indicative Content and
Learning Activities Computer Programming overview/ The Principals Of ProgrammingSequence, Selection and Iteration C++: Printing a Line of Text, Modifying a Program Memory Addressing Overview of differences between C and C++ Programming Overview of C++ Terminology Data Elements, Arrays and Structures Operators, Expressions, Statements Concurrent or Parallel Programming Basic Input / Output Validation & File Handling Programming and software overview / trends Strings and Functions Pointers and ReferencesClasses and Objects / Object-Oriented ProgrammingClasses, Objects, Member Functions, Data Members, Constructors Abstraction Encapsulation / Information Hiding Dynamic Binding InheritanceStandard Template Library (STL)Containers, Iterators, Algorithms Types of Containers (Sequence, Associative) and Container Adapters (stack, queue)Modelling With UMLOverview of UML diagrams types Use case diagrams, Class diagrams, State machine diagrams, Activity diagrams, Communication diagrams, Sequence diagramsAgile MethodologiesOverview Waterfall vs. Agile Methodologies. Introduction to SCRUM. Introduction to the values, principles and practices of Extreme Programming (XP) | |||||||||||||||||||||||||||||||||||||||||
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Indicative Reading List
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Other Resources None | |||||||||||||||||||||||||||||||||||||||||
Programme or List of Programmes | |||||||||||||||||||||||||||||||||||||||||
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