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SD1230. Unit 4 Planning and Executing a Programming Project. Objectives. During this unit, we will cover the following course objectives: Identify the different processes and roles of a software development cycle. Define all the necessary steps of software design. Learning Outcomes. - PowerPoint PPT Presentation
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SD1230 Unit 4 Planning and Executing a Programming Project
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Page 1: SD1230

SD1230

Unit 4Planning and Executing a

Programming Project

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Objectives

• During this unit, we will cover the following course objectives:– Identify the different processes and roles of a

software development cycle.– Define all the necessary steps of software

design.

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Learning Outcomes• Completing this unit should help enable you to:

– Describe the various roles people play in the application development process.

– Describe the phases in the software development life cycle. – Describe how to design the context and strategy for a

mobile application.– Provide an overview of the job opportunities in the mobile

development industry.– Understand the general job requirements for different roles

in the mobile development industry.– Provide an overview of the mobile application development

certifications.

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Planning a Programming Project I

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Planning a Programming Project II

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Planning a Programming Project III

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Planning a Programming Project IV

• Researching Existing Solutions– How much of what

you laid out in your initial checklist does the existing software carry out?

– How much does it cost?

– Does it seem widely used?

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Planning a Programming Project V

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Planning a Programming Project VI

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Planning a Programming Project VII

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Programming a Programming Project I

Programming the Basics

• Writing code that is associated with what happens when the application is first started by the end user

• Any prompts or instructions given by the application to the end user

• Writing code that is associated with what happens when the application is exited by the end user

• Writing this kind of code allows you to develop a skeletal

framework of code to which you can attach more code and continue to develop the application.

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Programming a Programming Project II

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Programming a Programming Project III

• Commenting code:– Functions, variables, and

blocks of functions– Comment even code

that seems obvious.

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Programming a Programming Project IV

Testing

•Testing for actual code errors that cause running problems: This is actually testing the code to see whether the program operates as expected and to make sure there are no bugs with the actual code that cause crashing or other errors.

•Testing for logic errors in the code: These errors are trickier to spot. Logic errors occur when it’s the logic of the code that’s at fault.

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Programming a Programming Project V

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Programming a Programming Project VI

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Programming a Programming Project VII

• Problems– Did you encounter any problems?– If yes, describe the problem in as much detail as possible.– Were you using any other applications at the time?

• Usability– How easy to use did you find the software?– Were there some areas that you found confusing?– If yes, why?– How do you think they could be improved upon?

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Programming a Programming Project VIII

• Suggestions– How would you improve the software?– What additional features would you add?– Are there any features that you would remove?

• General questions– Do you find the software useful?– Would you buy the software?– If yes, how much would you be willing to pay?– If no, why not?– If you are unsure, why?

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Programming a Programming Project IX

• Tweak the Code• Final Testing

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DESIGNING FOR CONTEXT

1. CONTEXT WITH A CAPITAL C

Example of distracted driver:

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DESIGNING FOR CONTEXT

1. CONTEXT WITH A CAPITAL C

Example of distracted driver:

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DESIGNING FOR CONTEXT

1. CONTEXT WITH A CAPITAL C

Example of distracted driver:

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DESIGNING FOR CONTEXT

1. CONTEXT WITH A CAPITAL C

Example of distracted driver:

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DESIGNING FOR CONTEXT

1. CONTEXT WITH A CAPITAL C

Example of the eRuv project:

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DESIGNING FOR CONTEXT

1. CONTEXT WITH A CAPITAL C

Example of the eRuv project:

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DESIGNING FOR CONTEXT

1. CONTEXT WITH A CAPITAL C

Example of the eRuv project:

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DESIGNING FOR CONTEXT

2. CONTEXT WITH A LOWERCASE C

- The present location or physical context - Our present device of access, or media context - Out present state of mind, or modal context

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DEVELOPING A MOBILE STRATEGY

Rule #1: Forget What You Think You KnowRule #2: Believe What You See, Not What You ReadRule #3: Constraints Never Come FirstRule #4: Focus on Context, Goals, and NeedsRule #5: You Can’t Support EverythingRule #6: Don’t Convert, CreateRule #7: Keep It Simple

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Summary

• In this unit, we covered the following topics:– Planning and executing a programming project– Collecting clients’ development questions– Roles and jobs in mobile application development– Designing the context and strategy of a mobile

application– Requirements and skill sets to be a mobile

application developer– Job positions in mobile application development

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Source

• Kingsley-Hughes, A., & Kingsley-Hughes, K. (2005). Beginning programming. Hoboken, NJ: Wiley.

• Fling, B. (2009). Mobile design and development: Practical techniques for creating mobile sites and Web apps. Sebastopol, CA: O’Reilly Media, Inc.


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