CMP3001 Operating SystemsBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
CMP3001 Operating Systems Spring 3 0 3 6
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 : Dr. Öğr. Üyesi TARKAN AYDIN
Course Lecturer(s): Dr. Öğr. Üyesi TARKAN AYDIN
Recommended Optional Program Components: None
Course Objectives: This course is a core course on one of the pillars of computer systems: Operating Systems (OS). The course will make the student appreciate things he takes for granted such as process management, file systems, and so on. It will also help him/her make an entry into the domains of efficient use of OSes and OS design.

Learning Outcomes

The students who have succeeded in this course;
1. Be able to understand importance of Operating System as a resource management tool
2. Become familiar with the mechanics of processes and threads
3. Be able to understand memory management details of OS
4. Be able to understand file systems
5. Be able to use input and output
6. Be able to understand deadlocks, and avoiding deadlocks

Course Content

1.History of Operating Systems, Introduction to Operating Systems
2.Processes and Threads
3.Memory Management
4.File Systems
5.Input Output
6.Deadlocks

Weekly Detailed Course Contents

Week Subject Related Preparation
1) History of Operating Systems, Introduction to Operating Systems None
2) Processes and Threads None
3) Processes and Threads (cont.) None
4) Memory Management None
5) Midterm 1 Study all the topics covered so far
6) Memory Management (cont) None
7) Memory Management (cont) None
8) File Systems (cont) None
9) File Systems None
10) Midterm 2 Study all the topics covered so far
11) Input Output None
12) Input Output (cont) None
13) Deadlocks None
14) Deadlocks None

Sources

Course Notes / Textbooks: Operating System Concepts
Abraham Silberschatz (Author), Peter B. Galvin (Author), Greg Gagne (Author)
References: Andrew S. Tanenbaum, Modern Operating Systems, (3rd Edition), 2007, Prentice Hall

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 8 % 20
Project 1 % 10
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 2 28
Project 1 10 10
Quizzes 8 1 8
Midterms 1 25 25
Final 1 35 35
Total Workload 148

Contribution of Learning Outcomes to Programme Outcomes

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.