Summer 2020 - IAT 265 D100
Multimedia Programming for Art and Design (3)
Class Number: 4609
Delivery Method: In Person
Course Times + Location:
Tu 10:30 AM – 12:20 PM
REMOTE LEARNING, Burnaby
Exam Times + Location:
Aug 13, 2020
12:00 PM – 3:00 PM
1 778 782-7533
Prerequisites:Completion of 21 units and IAT 167 and one of MATH 130, MACM 101, MATH 150, MATH 151, MATH 154, or MATH 157.
Using cases from topics such as animation, cinema, music and design, this course introduces a variety of programming tools and techniques. Practical use of multimedia scripting languages and authoring environments is covered in the context of a series of composition and design projects. Code libraries and programming techniques for specific media will be introduced. Assessment will be based on both programming and the expressive use of programs in their case context. Quantitative.
This is the third programming course that will enhance students’ programming knowledge and skills in order that they will be able to propose, design, implement and test complete interactive graphics/multimedia programs. These skills will prepare students for the more advanced topics they encounter in upper division courses. Students will explore fundamental programming concepts and techniques related to graphics and animation, and use these skills to develop larger interactive multimedia applications. This course reinforces fundamental concepts of object-oriented programming such as classes, objects and inheritance acquired in IAT 167. Students will work with additional objected-oriented concepts such as Java interfaces and abstract classes. Student will learn to use and apply UML diagrams and design patterns, and learn to write appropriate program documentation. They will learn to use event-driven programming to support interactivity. Students will be introduced to simple data structures and to the use of external libraries to add features to their programs. They will develop individual complete multimedia applications in an industry-standard professional IDE using Java and previously learned skills in Processing. Student will be introduced to simple development tools such as debugging techniques and code refactoring to optimize their code construct. Finally, students will demonstrate proficiency in designing, implementing and testing their own unique interactive graphics/multimedia applications.
COURSE-LEVEL EDUCATIONAL GOALS:
On completion of this course, students will be able to:
1.explain the fundamentals of software architecture, OOP (eg. interfaces and abstract classes), and multimedia programming within the context of interactive graphics applications.
2.design and document software making appropriate use of UML diagrams and best practices.
3.implement a complete interactive graphic/multimedia program, starting from a specification, by applying concepts and techniques of object-oriented programming. Such programs should include interaction, graphics, animation, and text.
4.make use of design patterns, appropriate data structures (eg. 1/2/3D arrays, lists, vector and trees), established external libraries and APIs in designing and implementing more complex applications.
5.explain and implement linear search algorithm and classic sorting algorithms such as quicksort.
6.use testing, debugging and refactoring to improve performance, readability, and maintainability of their code.
- Assignments 40%
- Lab Challenges and Participation 5%
- Quizzes 15%
- Lec Participation 10%
- Final Exam 30%
1. The grading scheme may be updated and announced in the first lecture.
2. Passing marks are required from assignments (i.e. min 20%) and the final exam (i.e. 20%)
MATERIALS + SUPPLIES:
Sun's Java tutorial (http://download.oracle.com/javase/tutorial/index.html )
Java class library documents (http://download.oracle.com/javase/8/docs/api/ )
Eclipse IDE tutorial (http://www.vogella.de/articles/Eclipse/article.html )
Readings provided via Canvas
“The Nature of Code” (2012) by Daniel Shiffman; Nature of Code
Electronic edition is accessible for free for online reading or purchased for $10 at: http://natureofcode.com/book/
David Flanagan, Benjamin Evans, Java in a Nutshell: A Desktop Quick Reference
6th ed, O'Reilly Media, October 2014 (available online via SFU Library)
“Generative Art” (2011) by Matt Pearson; Manning Publications; E- version is available via SFU library
ACADEMIC INTEGRITY: YOUR WORK, YOUR SUCCESS
SFU’s Academic Integrity web site http://www.sfu.ca/students/academicintegrity.html is filled with information on what is meant by academic dishonesty, where you can find resources to help with your studies and the consequences of cheating. Check out the site for more information and videos that help explain the issues in plain English.
Each student is responsible for his or her conduct as it affects the University community. Academic dishonesty, in whatever form, is ultimately destructive of the values of the University. Furthermore, it is unfair and discouraging to the majority of students who pursue their studies honestly. Scholarly integrity is required of all members of the University. http://www.sfu.ca/policies/gazette/student/s10-01.html
TEACHING AT SFU IN SUMMER 2020Please note that all teaching at SFU in summer term 2020 will be conducted through remote methods. Enrollment in this course acknowledges that remote study may entail different modes of learning, interaction with your instructor, and ways of getting feedback on your work than may be the case for in-person classes.
Students with hidden or visible disabilities who believe they may need class or exam accommodations, including in the current context of remote learning, are encouraged to register with the SFU Centre for Accessible Learning (email@example.com or 778-782-3112) as soon as possible to ensure that they are eligible and that approved accommodations and services are implemented in a timely fashion.