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1 MINISTRY OF EDUCATION AND TRAINING CAN THO UNIVERSITY SOCIALIST REPUBLIC OF VIETNAM Independence - Freedom - Happiness SUBJECT OUTLINE DETAILS 1. Subject: Mobile Programming (Lập trình cho các thiết bị di động) - Code: CT312H - Credits: 3 - Hours: 30 theory hours, 30 practice hours, internship hours, project hours, thesis hours, and 90 self-study hours. 2. Management Unit: - Department: Department of Network and Communication - Faculty/School/Institute/Center/Department: College of Information and Communication Technology 3. Prerequisites: CT108H - Object-Oriented Programming 4. Subject objectives: The students will have knowledge of application software development technologies for mobile devices, have the ability to program for application software development on some concrete platforms. The students also have the ability to study, do research and capture new technologies in the future 4.1. Knowledge: Knowing a brief history and current status of mobile programming Knowing concepts, solutions and technologies Knowing and using SDE/ IDE/ framework/ platform Understanding issues and solving problems 4.. Knowing API (Application Programming Interface), understanding algorithms, having the ability to program 4.2. Skill: Applying knowledge to develop software Analyzing algorithms and procedures Designing algorithms and developing applications

2 Evaluating algorithms. Doing research and self-study 4.3. Attitude: Actively learning, doing research and solving problems Continuing study to capture new technologies 5. Brief description of subject content: This subject provides principles and fundamental concepts for wireless communication technology and mobile software technology. The subject introduces methods to setup a development environment and to use tools for programming and developing applications on the top mobile application development platforms such as Android, ios and Windows. The subject helps students setup development environment for mobile devices (e.g., smart phone and tablet), do application development process, test and release applications on Android, ios and Windows phones. The subject also helps students train network programming skills, create user interface, handle user interaction, save data and develop some network applications and simple games on Android platform. 6. Subject content structure: 6.1. Theory Content Hours Objectives Chapter 1. Introduction 4.1.1; 4.1.2; Introduction 1.2. Fundamental concepts 1.3. Mobile software development Mobile network Issues to build mobile applications Chapter 2. Android application development software 4.1.1; 4.1.2; 4.1.3; Overview of Android platform 2.2. Android application lifecycle Setup an Android development environment Elements of an Android project Elements of an Android application Android processes 0.75 Chapter 3. User interface programming in Android 4.1.2; 4.1.4; 4.

3 3.1. High level programming View and ViewGroup Types of layouts View objects and basic widget methods Handle user interaction Low level programming Draw a simple object Make an object move Thread programming Programming using SurfaceView 3.0 Chapter 4. Save data in Android application 4.1. Introduction to SQLite 4.2. Programming with SQLite Chapter 5. Network programming with Android 4.1.2; 4.1.4; Telephone API 5.2. Web services and HTTP JSON services Socket programing Google maps and GPS Chapter 6. Introduction to other platforms 4.1.1; 4.1.2; 4.1.3; 4.1.4; ios Overview ios layers Software development tools icloud Windows phone Platform architecture Programming language and Frameworks Software development tools Mobile web Practice Content Hours Objectives Unit 1. Introduction to Android programming 4.2.1; 4.2.2; 4.2.3; 1.1. Create an Android project Types of layouts TextView, EditText, Button, ImageView

4 1.4.. Handle user interaction Start a new activity and use Intent Unit 2. High level programming 4.2.1; 4.2.2; 2.1. Button, ImageButton, CheckBox, RadioButton ToggleButton, AutocompleteTextView and Toast Gallery, ImageSwitcher, GridView and ImageView Unit 3. High level programming (cont.) 4.2.1; 4.2.2; 3.1. Types of dialog Spinner and ListView Menu AnalogClock and DigitalClock Views, WebViews Unit 4. Low level programming 4.2.1; 4.2.2; Draw on the screen with View Create a moving object Unit 5. Low level programming (cont.) 5.1. Programming using SurfaceView Handle events using ontouchevent method Use ContentProvider Multithread programming 4.2.1; 4.2.2; Unit 6. Save data in Android application 4.2.1; 4.2.2; 6.1. File processing 6.2. Save data using SQLite Unit 7. Network programming with Telephony API and Socket Programming with Telephony API Socket programming Unit 8. Network programming and HTTP, Google maps and GPS 8.1. Webservices and HTTP 4.2.1; 4.2.2; 4.2.1; 4.2.2;

5 JSON services Google maps and GPS 7. Teaching method: - Theory: instructor gives presentations and communicates with students - Practice: students read lectures at home, communicate with others and do programming in class 8. Duties of student: Students have to do the following duties: - Attending the theory classes. - Adoption of theory to practical problems in the lab. - Self-studying. 9. Assessment of student learning outcomes: 9.1. Assessment No. Point components Rules and Requirement Weights Objectives 1 Practice Write reports or do tests in class 40% Final exam Written exam 60% All 9.2. Grading - Grading components and final test scores will be marked on a scale of 10 (0 to 10), rounded to one decimal place. - Subject score is the sum of all the components of the evaluation multiplied by the corresponding weight. The subject score is marked on a scale of 10 and rounded to one decimal place, then is converted to A-B-C-D score and score on a scale of 4 under the academic provisions of the University. 10. Materials: Materials information [1] (Teaching material/hand-out) [2] Wendong Li, Mobile Platform and Development Environments, Morgan & Claypool, 2012 [3] Sumi Helal; Raja Bose; Wendong Li, Mobile Platform and Development Environments, Morgan & Claypool Publishers, Carnegie Mellon University 2012 [4] Wei-Meng Lee, Beginning Android 4 Application Development, John Wiley & Sons, Inc., ISBN: ; ISBN: (ebk); ISBN: (ebk); ISBN: (ebk) [5] Reto Meier, Professional Android 4 Application Development, John Wiley & Sons, 2012 Code number

6 [6] Reto Meier, Professional Android 4 Application Development, John Wiley & Sons, Inc., ISBN: ; ISBN: (ebk); ISBN: (ebk); ISBN: (ebk)

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