Software Development for Mobile Devices
Unit code: HIT8328
| Credit points | 12.5 Credit Points |
| Duration | 1 semester |
| Contact hours | 48 hours |
| Campus | Hawthorn |
| Prerequisites | HIT8303 Data Structures and Patterns or HIT8119 Enterprise Java or 65+% in HIT6037 Software Development in Java or 65+% in HIT7037 Programming in Java or 65+% in HIT6302 Object-Oriented Programming |
| Corequisites | Nil |
Related course(s)
Aims and objectives
This unit covers generic principles in design and development for mobile devices, plus practical work doing design and development for one or more contemporary platforms, which may vary from year to year. Mobile device architecture undergoes constant evolution, and there are several competing platforms, such as the iPhone.
Learning Outcomes:
After completing this unit students will be able to:
Learning Outcomes:
After completing this unit students will be able to:
- Explain the key differences between development of systems to run on mobile devices and on typical personal computing or internet-based environments, and apply this knowledge in the design of mobile device software.
- Design effective applications (including games) for a mobile device by taking into consideration the underlying hardware-imposed restrictions such as screen size, memory size and processor capability.
- Build, Test and Debug graphical applications for mobile devices by using the standard libraries that are bundled as part of the developers’ toolkit for the mobile device.
Assessment
Presentation of a portfolio: small and/or larger assignments/projects done during the semester, team and/or individual work.Content
- Mobile telephony hardware
- Mobile phone operating systems
- User interface design principles for mobile devices
- Design and implementation patterns appropriate for the platform(s) being used for development
- Developing and deploying applications for mobile devices
Students will be expected to be proficient programmers on entry to this unit, competent to learn a new platform and / or programming language as required.
Students may need to learn particular programming languages (for example Objective C for iPhone programming) in order to undertake the practical work, and will have to become competent at using the appropriate APIs for the devices for which they are developing. Learning resources will be provided to support students’ self-directed learning of this material.
