2010 mca syllabus



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Reference Books:

Simulation Modelling and Analysis by Averill M. Law & David Kelton

Group-IV: Advanced Programming Environments




Subject Code

J0302APE01

Title

MFC Programming

Work Load Per Week

L:3 T:1

P:4

Examination

Internal: 30 University Exam: 70




Objectives

Make student comfort to develop desktop applications using MFC

Learning Outcomes

At the end of this course, students should be able to:

  1. Handle multiple inheritance and polymorphism in C++

  2. Use message handling of windows

  3. Use MFC to do Graphics and System Programming

  4. Develop applications and component to take advantages of MFC SDI and MDI

Pre-requisites

C Programming and Object oriented Concepts

Reference Books
  1. Bjarne Stroustrup, The C++ Programming Language, Addison-Wesley, 3rd Edition

  2. Jeff Prosise , Programming Windows with MFC, Microsoft Press; 2 edition,


  3. Richard Jones, Introduction to MFC Programming with Visual C++, Pearson

  4. Herbert Schildt, MFC Programming from the Ground Up, McGraw-Hill 

Syllabus

Unit 1: Essential C++

  • Using Structures and Union and Class

  • Types of constructors, need of copy constructor

  • Implementing Inheritance in C++, Access control in Inheritance

  • Concept of virtual function and using such functions, Concept of Virtual Table

  • Multiple Inheritance and virtual Base classes

Unit 2: Introduction to Windows Programming Model and Message Handling

  • Overview of developers studio, writing simple application

  • Windows Software Architecture, Event-Driven Programming

  • Messages and Message Encapsulation

  • Windows Libraries and APIs for message handling, The Message Map

  • Adding Message Handlers with Class Wizard

Unit 3: MFC Class Hierarchy

  • MFC Base Classes, Elements of an MFC Program

  • MFC Collection Classes, Iterating Collections

  • Documents and Frames

  • MFC Diagnostic Facilities

  • Exceptions

  • CWnd Encapsulation of Windows, CWnd Class Hierarchy, changing window attributes, handling activation and keyboard focus

Unit 4: Document/View Architecture

  • The Document/View Model  Document and View Classes

  • Document Templates  Saving and Loading Documents

  • Using Multiple Views  SDI and MDI Application Styles

  • Decoupling Document and View

Unit 5: Serialization and Persistent Documents

  • CArchive Object

  • Document Serialization

  • Serializing Pointers

  • Creating Persistent Classes

  • Serializing CObject Pointers

  • Serializing Collections

Unit 6: The Mouse and keyboard

  • Windows Mouse Processing

  • CWnd Class Mouse Support

  • Capturing the Mouse

  • Mouse Cursor, Using MFC for Drawing with the Mouse

  • Windows Keyboard Conventions, Keystroke and Character Messages, Capturing Keystroke Input

Unit 7: Using Menus and dialogs

  • Building a Menu, Menu Resources

  • Command Routing and Implementing Message Handlers

  • Specifying Shortcuts and Accelerators, Dealing with Unavailable Options

  • CMenu Class and Dynamic Context Menus, MFC Strings and Use of Stringtables

  • Dialog Modality, Programming a Modal and Modeless Dialog

  • Connecting Code to the Dialog with ClassWizard

  • Building Custom Dialogs and Handling Control Messages

  • Using OCX Controls, Keyboard Traversal

  • Data Communication Between Dialog and Parent

  • Common Dialog Boxes, Property Sheets and Tabbed Dialogs

Unit 8: Using Controls

  • Mapping Control Variables, Modifying Control Attributes

  • Push Buttons, Check Boxes, RadioButtons

  • Edit Controls

  • List Boxes and Combo Boxes

  • Tree Controls

  • Spin Buttons, Progress Bars, and Sliders

  • Control Views

Unit 9: MDI and Multiple Views

  • SDI vs. MDI Applications

  • Multiple View Types

  • Multiple Views Under SDI and MDI

  • Document Templates

  • Instancing a View

  • Adding a New Document Class

Unit 10: Introduction to Resources

  • Windows Resources Overview

  • Icons, Cursors, and Bitmaps

  • Toolbars and Status Bars

  • Strings and Fonts

  • Menus and Dialogs

Unit 11: The Graphics Device Interface

  • Device Contexts and CDCs

  • GDI Drawing Tools and Attributes

  • GDI Object Creation and Cleanup

  • Colors

  • GDI Coordinate Systems and Mapping Modes

  • Regions and Clipping

  • Drawing and Text Functions

  • Pens, Brushes, Fonts

  • Bitmaps and DIBs

  • Icons and Cursors

Unit 12: Form Views

  • Form, Scroll, and Edit Views

  • Creating a Form View from a Dialog Template

  • Adding a Form View to a Document

  • Handling Messages for View Controls

  • Initializing and Sizing the Form View

  • Preventing User Resizing

Unit 13: Database Programming

  • MFC Capabilities

  • The Jet Engine

  • MFC Database Classes

  • Using CRecordView

  • Overview of SQL

  • Using DAO and ODBC for Browsing, Adding, Updating and Deleting Records

  • DAO and ODBC Classes and taking AppWizard and Class Wizard Support




Subject Code

J0302APE02

Title

Advanced Software Engineering

Work Load Per Week

L:4 T: Lab:1

Examinations

Int: 30 Univ: 70

Objectives

The course aims to develop the broad understanding of the discipline of software engineering (gained in the earlier software engineering course) by considering the wider systems engineering context in which software plays a role. It aims to examine the concept and techniques associated with a number of advanced and industrially relevant topics, relating to both the product and processes of software engineering.

Learning Outcomes

At the end of this course, student should be able to

  • Appreciate the wider engineering issues which from the background to developing complex evolving systems.

  • Employ the selection of concept and techniques to complete a small scale study into one of the advanced topic areas.

  • Embark on more in depth research or practice in software engineering

  • Understand the aspects, agile, service, agent oriented software engineering.

Pre-requisites

Basic Knowledge software engineering

Text Book(s)

SOFTWARE ENGINEERING, Ian Sommerville, 8th edition, AddisonWesley 2006, ISBN -10:0321313798

SOFTWARE ENGINEERING A PRACTITIONERS APPROACH fourth edition BY Roger S. Pressman McGraw Hill International Edition



Syllabus




Unit 1. Socio-technical Systems and system models

 Emergent system properties  System engineering

 Organization, people and computer systems  Legacy system

 Context model  Behavioral model



 Data model  Structured model

Unit 2. Architectural Design and Distributed systems Architecture

  • Architectural design decisions  System organizations

  • Modular decomposition styles  Control Styles

  • Reference architectures  Multiprocessor architecture

  • Client server  Distributed object Architecture

  • Inter organizational distributed computer

Unit 3. Object oriented, Real time and component based software design

  • Object and object classes  Object oriented design process

  • Design evolution  Real time operating systems

  • Monitoring and control systems  Data acquisition systems

  • Component and component models  CBSE process

  • Component composition

Unit 4. Security and service oriented software engineering

  • Security concept  Security risk management

  • Design of security  System survivability

  • Services as reusable components  Service engineering

  • Software development with services

Unit 5. Aspect Oriented Software Development

  • Cross cutting concern  Development concerns

  • Production concerns  Goals

  • Weaving

Unit 6. Agile Software engineering

  • Introduction  What is agile development?

  • Agile manifesto and agile principles  Modeling and agile modeling

  • The gist of agile processes

Unit 7. Agile Methodologies

  • Reasons for agility

  • Methodologies for developing software

  • Why care about methodologies?

  • Agile processes strength and weaknesses

  • Understanding XP, Scrum, Evo, Unified Process, Crystal, Lean development, ASD, DSDM and FDD

  • Comparison of methodologies

  • Choosing a methodology

  • Customizing a methodology

Unit 8. Agent oriented software engineering

  • Introduction

  • Agent oriented software

  • The case for an Agent oriented Approach

  • Agent oriented software lifecycle




Subject Code

J0303APE03

Title

Human Computer Interface and Mobile Computing

Work Load Per Week

L:3 T:1

P:2

Examination

Internal: 30 University Exam: 70




Objectives

Introduce models and principles of Human Computer Interface (HCI) and use that in Mobile programming using J2ME

Learning Outcomes

Upon completion of this course, students should be able to:

  1. Understand Models and principles of HCI

  2. Understand various mobile technologies such as GSM, SMA, CDMA and WAP Architecture

  3. Understand WAP and J2ME Architecture

  4. Develop simple applications using MIDlets

  5. make efficient Use threads and memory in application

  6. Make HTTP network connections from the mobile device.

Pre-requisites

Object Oriented Programming

Reference Book

  1. Asoke K Taqlukeder, Roopa Yavagal Mobile Computing, McGraw-Hill; 2005

  2. James Keogh J2ME: The Complete Reference, McGraw-Hill Osborne Media; 2003

  3. Ben Shneiderman, Designing the User Interface, Pearson Education, 1998


Syllabus


Lec.

Num

Unit Title

Details



Introduction to Human Computer Interface

Need and Importance of HCI



HCI and Human Diversity



Goals and Objectives of HCI



Models of HCI

Conceptual, semantic, Syntactic and Lexical Model



GMOS Model



Object-Action Interaction model



Action-Object Interaction model




Lec.

Num

Unit Title

Details



Principles of Design

Principle 1: Recognition and Diversity



Principle 2: Eight golden rules of interface design



Principle 3: Error Prevention



Guidelines for Data Display and Data Entry



Interaction Styles of design

Direct and Menu selection



Form fillin, Command Language



Natural Language



Computer Supported co-operation

Goals of co-operation, Synchronous Interactions



asynchronous and face to face Interactions



Application to education and social issues






Future Applications and HCI



Introduction to Mobile Computing

Introduction to mobile computing , Characteristics of mobile devices , Issues of mobile computing



Mobile Computing Architecture



Understanding Global System for Mobile Communication (GSM)



Concept of Short Message Service (SMS) and General Packet Radio Service (GPRS)



Understanding Wireless Application Protocol (WAP)



CDMA Technology, Spread spectrum technology, CDMA vs GSM



Wireless Data and Third Generation(3G) Networks



Introduction to J2ME Programming

Overview of J2ME



J2ME Architecture



The Connected, Limited Device (CLDC)Configuration and Classification CLDC of Target Devices



Limitations of Java Language Support in CLDC, The java.lang Package



CLDC Collections API, The Streams Model



The Generic Connection Framework




Lec.

Num

Unit Title

Details






The Mobile Information Device Profile, Relationship of MIDP to CLDC



MIDlets, MIDlet Lifecycle, Application Descriptors



The Java Application Manager, MIDlet Suites and, Loading Resources



User Interface Design

The High-Level User-Interface (HLU) API, Application Descriptors, Displayable Hierarchy



HLU: using Forms, Items, Text Fields, date and times



HLU: Choice groups, alerts, Tickerts



The Low-Level User-Interface(LLU) API: Canvas Class, Using Graphics object for drawing graphics/text and controlling font











Event Handling

MIDP Event Architecture, High-Level Event Handling, Commands



Item State Changes, Low-Level Event Handling



Keypad and Pointer Input



MVC in MIDP, Model Events



The Record Management System

Persistence on Mobile Devices, Scope of Record Management



Opening and managing a Record Store



Using Streams for Record I/O, Persistence Strategies, Filtering and Sorting Records



Networking and Timers


The Generic Connection Framework, MIDP Connection Types, Creating an HTTP Connection



Building Query Strings, Reading HTTP Responses,



The WTK Network Monitor, Bandwidth Emulation



Threading, Timers and Timer Tasks



Memory Management

Memory Management Techniques, The WTK Memory Monitor and Efficient Data Representation



Controlling Object Creation, Using Arrays Effectively, String Manipulation


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