Presentation on theme: "Unit 4 Planning and Executing a Programming Project"— Presentation transcript:
1 Unit 4 Planning and Executing a Programming Project SD1230Unit 4Planning and Executing a Programming Project
2 ObjectivesDuring 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.
3 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.
7 Planning a Programming Project IV Researching Existing SolutionsHow 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?
11 Programming a Programming Project I Programming the BasicsWriting code that is associated with what happens when the application is first started by the end userAny prompts or instructions given by the application to the end userWriting code that is associated with what happens when the application is exited by the end userWriting 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.
13 Programming a Programming Project III Commenting code:Functions, variables, and blocks of functionsComment even code that seems obvious.
14 Programming a Programming Project IV TestingTesting 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.
17 Programming a Programming Project VII ProblemsDid you encounter any problems?If yes, describe the problem in as much detail as possible.Were you using any other applications at the time?UsabilityHow 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?
18 Programming a Programming Project VIII SuggestionsHow would you improve the software?What additional features would you add?Are there any features that you would remove?General questionsDo 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?
19 Programming a Programming Project IX Tweak the CodeFinal Testing
20 Example of distracted driver: DESIGNING FOR CONTEXT1. CONTEXT WITH A CAPITAL CExample of distracted driver:
21 Example of distracted driver: DESIGNING FOR CONTEXT1. CONTEXT WITH A CAPITAL CExample of distracted driver:
22 Example of distracted driver: DESIGNING FOR CONTEXT1. CONTEXT WITH A CAPITAL CExample of distracted driver:
23 Example of distracted driver: DESIGNING FOR CONTEXT1. CONTEXT WITH A CAPITAL CExample of distracted driver:
24 Example of the eRuv project: DESIGNING FOR CONTEXT1. CONTEXT WITH A CAPITAL CExample of the eRuv project:
25 Example of the eRuv project: DESIGNING FOR CONTEXT1. CONTEXT WITH A CAPITAL CExample of the eRuv project:
26 Example of the eRuv project: DESIGNING FOR CONTEXT1. CONTEXT WITH A CAPITAL CExample of the eRuv project:
27 - The present location or physical context DESIGNING FOR CONTEXT2. 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
28 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
29 Summary In this unit, we covered the following topics: Planning and executing a programming projectCollecting clients’ development questionsRoles and jobs in mobile application developmentDesigning the context and strategy of a mobile applicationRequirements and skill sets to be a mobile application developerJob positions in mobile application development
30 SourceKingsley-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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