COURSE INTRODUCTION AND APPLICATION INFORMATION


Course Name
Fundamental Topics in Programming
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
CE 216
Spring
2
2
3
6
Prerequisites
 SE 116To get a grade of at least FD
Course Language
English
Course Type
Required
Course Level
First Cycle
Mode of Delivery -
Teaching Methods and Techniques of the Course Group Work
Application: Experiment / Laboratory / Workshop
Lecture / Presentation
Course Coordinator
Course Lecturer(s)
Assistant(s)
Course Objectives This course introduces practicalities of programming to students to improve their practical skills. Students will be exposed to commonly used libraries, methodologies, tools, and APIs by experiencing them first in theory, then in practical laboratory sessions.
Learning Outcomes The students who succeeded in this course;
  • Implement advanced programs that accomplish the intended task,
  • Identify fundamental design patterns,
  • Use threads to apply concurrent execution,
  • Examine the program to locate and remove bugs,
  • Use test driven development to create robust programs,
  • Design an experiment to improve the performance of a program,
  • Operate as part of a team to develop a project.
Course Description The course covers programming topics such as; File I/O, object oriented design, JavaFX, design patterns, concurrency, debugging, testing, and profiling.
Related Sustainable Development Goals

 



Course Category

Core Courses
X
Major Area Courses
Supportive Courses
Media and Managment Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Required Materials
1 Imperative Programming The C Programming Language, Chapters 1-4
2 Dynamic Memory Management The C Programming Language, Chapter 5
3 Low Level I/O The C Programming Language, Chapter 7
4 Build Automation and Software Deployment Apache Maven Online Documentation, http://maven.apache.org/guides/index.html
5 Graphical User Interfaces: JavaFX Java How to Program, Chapter 25; Java In Two Semesters, Chapter 10.
6 Concurrency Java How to Program, Chapter 23; Java In Two Semesters, Chapter 20.
7 MIDTERM I
8 Structural Design Patterns Design Patterns, Chapter 1 and 3
9 Creational Design Patterns Design Patterns, Chapter 4
10 Behavioral Design Patterns Design Patterns, Chapter 5
11 Debugging and Testing Java How to Program, Appendix E, Online JUnit Documentation - https://junit.org/junit5/docs/current/user-guide/
12 Refactoring Refactoring, Fowler, Chapters 2 and 3
13 Performance Tuning Programming Pearls, Chapter 9.
14 MIDTERM II
15 Semester Review
16 Final Exam
Course Notes/Textbooks

Java How to Program, 10/e (Early Objects), Global Edition, Paul Deitel and Harvey Deitel. Pearson, ISBN: 9781292018195

Suggested Readings/Materials

The C Programming Language, 2nd Edition, Brian W. Kernighan and Dennis M. Ritchie. Prentice Hall, 1988, 0131103628.

Refactoring, Second Edition, Martin Fowler, Pearson, ISBN: 978-0-13-475759-9.

The Practice of Programming, Brian W. Kernighan and Rob Pike. Addison-Wesley, 1999. ISBN: 9780201615869.

Programming Pearls, Jon Bentley. Addison-Wesley, 2000. ISBN: 9788177588583.

Design Patterns: Elements of Reusable Object-Oriented Software, Erich Gamma and Richard Helm and Ralph Johnson and John Vlissides. Addison-Wesley, 1995. ISBN: 9780201633610.

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
2
10
Field Work
Quizzes / Studio Critiques
10
20
Portfolio
Homework / Assignments
Presentation / Jury
Project
1
20
Seminar / Workshop
Oral Exam
Midterm
2
50
Final Exam
Total

Weighting of Semester Activities on the Final Grade
3
100
Weighting of End-of-Semester Activities on the Final Grade
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Course Hours
(Including exam week: 16 x total hours)
16
2
32
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
2
Study Hours Out of Class
14
2
28
Field Work
Quizzes / Studio Critiques
10
2
Portfolio
Homework / Assignments
Presentation / Jury
Project
1
28
Seminar / Workshop
Oral Exam
Midterms
2
20
Final Exams
    Total
180

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To have adequate knowledge in Mathematics, Science and Computer Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems.

X
2

To be able to identify, define, formulate, and solve complex Computer Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose.

X
3

To be able to design a complex system, process, device or product under realistic constraints and conditions, in such a way as to meet the requirements; to be able to apply modern design methods for this purpose.

X
4

To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in Computer Engineering applications; to be able to use information technologies effectively.

X
5

To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex engineering problems or Computer Engineering research topics.

X
6

To be able to work efficiently in Computer Engineering disciplinary and multi-disciplinary teams; to be able to work individually.

X
7

To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to present effectively, to be able to give and receive clear and comprehensible instructions.

8

To have knowledge about global and social impact of Computer Engineering practices on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Computer Engineering solutions.

9

To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications.

10

To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development.

11

To be able to collect data in the area of Computer Engineering, and to be able to communicate with colleagues in a foreign language. ("European Language Portfolio Global Scale", Level B1)

12

To be able to speak a second foreign language at a medium level of fluency efficiently.

13

To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Computer Engineering.

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest