DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
CMP1001 | Introduction to Programming (C++) | Spring | 2 | 2 | 3 | 6 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. ECE GELAL SOYAK |
Course Lecturer(s): |
Assist. Prof. CEMAL OKAN ŞAKAR Dr. UTKU GÜLEN RA ÇİĞDEM ERİŞ Assist. Prof. TARKAN AYDIN Assist. Prof. ERKUT ARICAN Assist. Prof. ÖVGÜ ÖZTÜRK ERGÜN Assist. Prof. ÖZGÜR ERKUT ŞAHİN Assist. Prof. ECE GELAL SOYAK |
Recommended Optional Program Components: | None...... |
Course Objectives: | This course aims to provide an overview of programming concepts, design and an introduction to coding using the C++ language. The course has a focus on creating working computer programs in C++. This course will address fundamental concepts of analysis, design, code development, and testing. |
The students who have succeeded in this course; I. Defining and analyzing the problem, finding a logical sequence of precise steps, developing algorithms. II. Developing computer programs that utilize various types of selection constructs in C++. III. Developing computer programs that employ repetition constructs in C++. IV. Developing computer programs that use simple data structures like arrays and multi-dimensional arrays in C++. V. Declaring and correctly calling functions in a C++ program. VI. Developing efficient computer programs in C++ that correctly use pointers. |
Introduction to Programming (Programming languages, compilers) Problem Solving, Algorithm Design and Representation (Pseudocode, Flow-chart) Primitive Data Types, Constants, Variables, Identifiers, Named Constants, Arithmetic Operations Relational and Logical Operators, Conditional Statements ('If' Selection Structures, 'Switch Case' Blocks) Repetition Structures (Do/While Repetition Structure, the for repetition structure), break and continue statements Repetition Structures (Do/While Repetition Structure, the for repetition structure), break and continue statements Functions, Function Overloading Strings, String functions Arrays, Multi-Dimensional Arrays, Seaching arrays Pointers Pass By Reference with Pointers, Pass by Value |
Week | Subject | Related Preparation |
1) | An Introduction to Important Concepts of Computer Systems (Computer Components, Software, Operating System, File System, Programming Languages, Compilers) | Reading about important concepts of computer systems from textbook |
2) | Problem Solving (Algorithms, Pseudocode, Flow-chart), Algorithm Design | Having knowledge about algorithm design techniques from the course book and other sources |
3) | Primitive Data Types, Constants, Variables, Identifiers, Named Constants, Arithmetic Operations | Designing sample programs using the pseudo-code and flowchart algorithm design techniques Reading the sections of the text book about Primitive Data Types, Constants, Variables, Named Constants, Arithmetic Operations |
4) | Quiz, Relational and Logical Operators, Conditional Statements | Writing simple C++ programs |
5) | Do/While Repetition Structures | Developing programs that contains relational and logical operators Reading the related parts of the course book and reference sources with loops |
6) | For repetition structures, break and continue statements | Writing the pseudo-codes, drawing flowcharts and writing C++ codes of sample programs |
7) | Quiz, Functions, Recursion, Inline functions, Function Overloading | Having knowledge about modular programming from course book and reference sources |
8) | Arrays in C++ | Developing sample C++ programs with functions |
9) | Strings, String functions | Reading the related sections of the course book and reference sources with strings and built-in string functions |
11) | Multi-dimensional arrays | Developing sample C++ programs related with arrays |
12) | Quiz, Sorting Arrays, searching in Arrays | Writing sample programs about strings, using built-in string functions in C++ programs |
13) | Pointers | Developing C++ programs that include array sorting and searching algorithms Reading the related topics of course book and reference sources with pointers |
14) | Pass by Reference to Functions with Pointers, Function Pointers | Developing C++ programs about pointers |
Course Notes / Textbooks: | Paul J. Deitel, Harvey M. Deitel, C++ How to Program, 7th Ed., Pearson Bjarne Stroustrup, The C++ Programming Language, 3rd Ed., Addison-Wesley. Bjarne Stroustrup, Programming Principles and Practice Using C++, 1st Ed., Addison-Wesley. Walter Savitch, Problem Solving with C++, 7th Ed., Addison-Wesley Andrei Alexandrescu, Herb Sutter, C++ Design and Coding Standards: Rules and Guidelines for Writing Programs, 1st Ed., Addison-Wesley. |
References: | http://www.cplusplus.com/doc/tutorial/ http://www.cprogramming.com/ |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 4 | % 25 |
Midterms | 1 | % 35 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 28 |
Laboratory | 14 | 28 |
Quizzes | 6 | 12 |
Midterms | 6 | 22 |
Final | 6 | 26 |
Total Workload | 116 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |