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G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
The subject is designed for profiles of technology-oriented students (developer profile) who want to delve into the programming of games and the most advanced languages. The student will learn to program with the C ++ language and through this, will understand the concepts of memory management and other characteristics of object-oriented programming. With this, the student will deepen and consolidate the concepts of programming seen throughout the degree. Projects will be created directly on Visual Studio without any other engine or intermediate engine, thus giving a view of the code and its organization at a lower level.
The sessions will be mainly theoretical where the concepts will be presented with practical examples. In order to achieve the knowledge of the subject, several practical exercises will be evaluated on the one hand during the course, together with an individual final practice and a theoretical exam.
The subject is contextualized within the branch of video game development. It is related to the subjects of game development, game engines, programming with interpreted languages and advanced graphic programming (optional).
The classroom (physical or virtual) is a safe space, free from sexist, racist, homophobic, transphobic and discriminatory attitudes, whether towards students or teachers. We trust that together we can create a safe space where we can make mistakes and learn without having to suffer the prejudices of others.
Topic 1. Computer Architecture
1.1. Turing machine
1.2. Architecture Von Newmann
1.3. X86 assembler
Topic 2. Introduction to C ++
2.1. Historical introduction
2.2. Low vs high level
2.3. Structure of a project
2.4.Microsoft Visual Studio
Item 3. Basics of C ++
3.1 Variables
3.2. Functions
3.3. Pointers
3.4. Arrays
3.5. Memory management
3.6. Keywords
3.7. Strings
Subject 4. Orientation to Objects
4.1. Classes
4.2. Inheritance
4.3. Namespaces, scopes and validity
Topic 5. Advanced C ++
5.1. Smart Pointers
5.2. Pointers to functions
5.3 Lambdas
5.4. castings
Subject 6. Projects in C ++
6.1. Precompiled headers
6.2. Data structures
6.3. Files
Item 7. Good Practices
7.1. SOLID Principles
Item 8. Practice
The grade of each student will be calculated following the following percentages:
A1. Exercise in class: Turing machine - 5%
A2. Exercise at home: Human Resource Machine - 5%
A3. Exercises at Home: Perfect Numbers - 2.5%
A4. Exercises at home: Pascal Triangle - 2.5%
A5. Individual Work: Raining Letters - 10%
A6. Individual Work: Snake - 10%
A7. Final Practice - 35%
A8. Final Exam - 30%
Final grade = A1 0,05 + A2 0,05 + A3 0,025 + A4 0,025 + A5 0,10 + A6 0,10 + A7 0,35 + A8 0,30
Considerations:
Recovery:
Identification of plagiarism is considered a serious circumstance that may result in a failing grade for an activity. In case of detection of plagiarism, the coordination of the degree will be informed so that the corresponding disciplinary measures can be taken.
Any form of academic fraud will be sanctioned in accordance with the center's assessment regulations. If signs of fraud are detected, including the improper use of generative artificial intelligence tools, the subject's teaching staff may call the student for an individual interview with the aim of verifying their authorship.