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Course Criteria
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1.50 Credits
In this follow-up to How to Build Computer Games, students apply game theory to constructing games for mobile devices (e.g., Blackberry, Palm OS, and Java-enabled cell phones). The course also includes an introduction to the Java Mobile Edition (ME), assuming a prior working knowledge of the Java programming language. Pre-requisite: How to Build Computer Games (MAC 3XXX) ( every third year)
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3.00 Credits
The principles of control program function and operation will be studied with examples of one or more specified operating systems. Topics covered include storage management, processor management, device management, file management, system management and system configurations. Prerequisite: Programming and Multimedia in Java (MAC 2010). ( every third year)
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1.50 Credits
Functional programming language gives a simple model of programming: one value, the result, is computed on the basis of others, the inputs. Because of the simplest foundation, functional language gives the clearest possible view of the central idea in modern computing, including abstraction (data abstraction), polymorphism, and overloading. Functional programs are shorter, cleaner and faster to develop than their imperative counterparts because of the high level of abstraction. Haskell is not just a good 'teaching language': it is a practicalprogramming language used in a number of real-world projects. Prerequisite: Programming & Multimedia in Java (MAC 2010) (every third year)
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1.50 Credits
Functional programs tend to be shorter, clearer and faster to develop than their imperative counterparts. This contributes to a better understanding of the algorithm being implemented and makes it possible to explore alternative solutions more rapidly. This module covers traditional topics in sorting, searching, graph algorithms, as well as algorithm design strategies: divideand- conquer and dynamic programming. The emphasis is on intuitive and pragmatic program development techniques. Prerequisite: Intro to FPL using Haskell (MAC 3021) ( every third year)
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3.00 Credits
This course covers advanced features of the Java programming language taught in the courses Programming and Graphics in Java (MAC 1010) and Programming and Multimedia in Java (MAC 2010). Possible course topics include: network (socketbased) programming, concurrent programming, distributed computing, web-based applications, and mobile applications. Prerequisite: Programming and Multimedia in Java (MAC 2010)
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3.00 Credits
This course introduces students to programming multiprocessor architectures. However, rather than program a single computer with multiple processors, the PVM architecture is used, which simulates a multi-processor machine using a network of single processor machines. Programs for PVM are written in an augmented version of the C programming language. Prerequisite: Programming and Multimedia in Java. (MAC 2010) ( every third year)
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1.50 Credits
This course provides an introduction to the code syntax of Perl, an interpreted programming language that combines the flexibility of general-purpose programming languages such as C or Java. The result is a language especially suited to performing complex searching and manipulation of text. This course teaches students how to utilize Perl in terms of syntax, the basics of regular expressions and Perl data types. Prerequisite: Programming and Multimedia in Java (MAC 2010) ( every third year)
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1.50 Credits
Perl has enjoyed recent popularity for programming World Wide Web electronic forms and generally is considered as the glue and the gateway between systems, databases, and users. This course introduces advanced topics such as the access and manipulation of files, database connectivity and debugging techniques. Prerequisite: Web Development in Perl I (MAC 3054) ( every third year)
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3.00 Credits
Topics covered will include: representation of two-and threedimensional objects, transformation and rotations, hidden-line algorithms, and orthographic and perspective projections. Prerequisite: Programming and Multimedia in Java (MAC 2010).
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1.50 Credits
Historically, Knowledge Engineering has been one of the most successful areas in the field of Artificial Intelligence. Knowledge Engineering involves the development of intelligent databases (knowledge bases), which can then be used as consultation/help systems (e.g., the infamous MS Office paper clip). Students will be introduced to knowledge engines, which they will then use to build their own custom knowledge bases. Prerequisite: Programming and Multimedia in Java (MAC 2010) ( every third year)
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