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13S114PMU - Mobile Device Programming

Course specification
Course title Mobile Device Programming
Acronym 13S114PMU
Study programme Software Engineering
Module
Type of study bachelor academic studies
Lecturer (for classes)
Lecturer/Associate (for practice)
Lecturer/Associate (for OTC)
ESPB 6.0 Status elective
Condition Object Oriented Programming 2, System Software
The goal Introduce concepts of programming for mobile devices, and elements of hardware and software platforms.
The outcome By the end of this course, students will be able to: understand hardware and software platforms of mobile devices; develop an application for mobile devices using different programming models and frameworks; understand limited resources of mobile devices and energy efficiency of programs.
Contents
Contents of lectures Characteristics of mobile devices. Overview of hardware platforms. Operating systems for mobile devices. Development frameworks and programming languages for mobile devices. Application architecture. Development of applications for work with limited resources. User interaction. Input output devices. Mobile services development. Security. Work with multimedia content. Energy efficiency of programs.
Contents of exercises Characteristics of mobile devices. Overview of hardware platforms. Operating systems for mobile devices. Development frameworks and programming languages for mobile devices. Application architecture. Development of applications for work with limited resources. User interaction. Input output devices. Mobile services development. Security. Work with multimedia content. Energy efficiency of programs.
Literature
  1. Asoke K Talukder, Roopa Yavagal, Mobile Computing: Technology, Applications, and Service Creation, McGraw-Hill Communications Engineering, 2006.
  2. Thomas J. Duffy, Programming with Mobile Applications: Android(TM), iOS, and Windows Phone 7, Course Technology, 2012.
  3. Stefan Poslad, Ubiquitous Computing: Smart Devices, Environments and Interactions, Wiley, 2009.
  4. Greg Nudelman, Android Design Patterns: Interaction Design Solutions for Developers, Wiley, 2013.
Number of hours per week during the semester/trimester/year
Lectures Exercises OTC Study and Research Other classes
2 2 1
Methods of teaching Lectures, exercises, laboratory exercises, and projects.
Knowledge score (maximum points 100)
Pre obligations Points Final exam Points
Activites during lectures 0 Test paper 20
Practical lessons 10 Oral examination 50
Projects 0
Colloquia 20
Seminars 0