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Credit- Degree applicable | Effective Quarter: Fall 2020 | I. Catalog Information
| CIS 53 | Java for Mobile Development | 4.5 Unit(s) |
| Requisites: Advisory: EWRT 211 and READ 211, or ESL 272 and 273; CIS 35A. Hours: Lec Hrs: 48.00
Lab Hrs: 18.00
Out of Class Hrs: 96.00
Total Student Learning Hrs: 162.00 Description: Mobile application development using Android features including: Android development tools, activities and intents, pictures and menus, data persistence, messaging and networking, and rich media features. |
| Student Learning Outcome Statements (SLO)
| | • Student Learning Outcome: Design mobile applications using object-oriented methodology and advanced Java concepts using Android Development Kit |
| | • Student Learning Outcome: Create algorithms, code, document, debug, and test mobile applications. |
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II. Course Objectives A. | Implement Android architecture and tools (Android Virtual Device, SDK, Android Development Kit) in code writing. |
B. | Build an Application and deploy to Android Marketplace |
C. | Create and run Mobile Applications using Android Visual Layout Editor and Virtual Device |
D. | Design a GUI using layout for setting up components on a screen |
E. | Enable interaction with Android Application using Buttons |
F. | Use Asset Management to drive user interaction |
G. | Use graphics and sound in Mobile applications |
H. | Describe and apply Activity Elements to manage content with rich Android features |
III. Essential Student Materials IV. Essential College Facilities | Access to a computer system with the Java 2 SDK, or an Integrated Development Environment tool supporting Java 2. |
V. Expanded Description: Content and Form A. | Implement Android architecture and tools (Android Virtual Device, SDK, Android Development Kit) in code writing. |
2. | Android version history |
3. | Android Software Development Kit |
4. | Basic HelloWorld Application |
B. | Build an Application and deploy to Android Marketplace |
2. | Android best practices - compatibility, supporting multiple screens and user interface guidelines |
3. | Preparing and uploading application to Android Market |
4. | Launching and Managing Android Applications |
C. | Create and run Mobile Applications using Android Visual Layout Editor and Virtual Device |
1. | Eclipse IDE and Android Development Tools (ADT) Plugin |
2. | ADT Visual Layout Editor |
3. | ADT Android Virtual Device |
D. | Design a GUI using layout for setting up components on a screen |
1. | Edit properties of Mobile Application in an XML file |
2. | TextView, EditText and SeekBar GUI components |
3. | Event handling to respond to user interactions |
E. | Enable interaction with Android Application using Buttons |
1. | ScrollView control to display objects that do not fit on the screen |
2. | Dynamic GUI Components in response to user interactions |
3. | Manage Shared Preferences |
5. | Open a website in a browser using an Intent |
6. | Hide/Show soft keyboard |
F. | Use Asset Management to drive user interaction |
2. | Menu to provide Application Options |
3. | Using Handler to manage events |
4. | Exception Management and Logging |
G. | Use graphics and sound in Mobile applications |
1. | Add Graphics with Paints and Canvas |
2. | Play sound in response to events using SoundPool and AudioManager |
3. | Activity Lifecycle methods and Animation with Threads, SurfaceView and SurfaceHolder |
4. | Animation LifeCycle Events |
H. | Describe and apply Activity Elements to manage content with rich Android features |
1. | Application Style and elements using TextView, ListView, and MenuInflater |
2. | Manipulate a SQLLite Database |
3. | Multithreading to manage concurrent Database Operations |
4. | Use Location, MapData and GPS data for creating location based service features |
5. | Use Intents to manage content |
6. | Use MediaPlayer to play music |
7. | Use SurfaceView, SurfaceHolder and Camera object |
9. | Create Reusable components |
VI. Assignments B. | Documenting, coding, testing and debugging six to ten programs guided with clearly documented design, covering the Lab Topics specified in X. below, half completed in the computer lab, half completed as homework. |
VII. Methods of Instruction | Lecture and visual aids
Discussion of assigned reading
Homework and extended projects
Laboratory discussion sessions and quizzes that evaluate the proceedings weekly laboratory exercises
Homework and extended projects
Discussion and problem solving performed in class
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VIII. Methods of Evaluating Objectives A. | One or two midterm examinations requiring students to write code applying topics covered in the lectures and reading. Code is evaluated on correctness. |
B. | Final examination requiring students to write code applying topics covered in the lectures,reading, and programming assignments. Code is evaluated on correctness. |
C. | Evaluation of programming assignments based on correctness, documentation, code quality, and test plan executions. |
IX. Texts and Supporting References A. | Examples of Primary Texts and References |
1. | Deitel, Paul. "Android, How to Program with an Introduction to Java (3rd edition)", Pearson, 2016 |
2. | Deitel,Paul & Deitel, Harvey. “Android 6 for Programmers: An App-Driven Approach (3rd edition)” Prentice Hall., 2015. |
B. | Examples of Supporting Texts and References |
1. | Darcey, Lauren. “Sams Teach Yourself Android Application Development in 24 Hours, 4th Edition.” Sams, 2015. |
X. Lab Topics A. | 6 to 10 programming exercises, which include design as well as coding
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G. | Messaging and Networking
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H. | Location Based Services |
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