Main field(s) of study and in-depth level:
Computer Science G1F
Explanation of codes
The code indicates the education cycle and in-depth level of the course in relation to other courses within the same main field of study according to the requirements for general degrees:
G1N: has only upper-secondary level entry requirements
G1F: has less than 60 credits in first-cycle course/s as entry requirements
G1E: contains specially designed degree project for Higher Education Diploma
G2F: has at least 60 credits in first-cycle course/s as entry requirements
G2E: has at least 60 credits in first-cycle course/s as entry requirements, contains degree project for Bachelor of Arts/Bachelor of Science
GXX: in-depth level of the course cannot be classified
A1N: has only first-cycle course/s as entry requirements
A1F: has second-cycle course/s as entry requirements
A1E: contains degree project for Master of Arts/Master of Science (60 credits)
A2E: contains degree project for Master of Arts/Master of Science (120 credits)
AXX: in-depth level of the course cannot be classified
Fail (U), Pass (G), Pass with distinction (VG)
The Department Board
22.5 credits in computer science including Programming with C/C++ 1: Introduction, 5 credits and Programming with C/C++ 2: Algorithms, Data Structures and Design Patterns, 5 credits or 10 credits from courses with corresponding content.
The course is a freestanding course and elective course in the Bachelor programme in Game Design and Programming, 180 Credits
Upon completing the course, students will be able to:
explain characteristics in the different transport protocols,
describe inter-process communication in distributed computing,
describe commonly used topologies in networked games,
use appropriate techniques for latency hiding in networked games,
use BSD sockets or WinSock with C/C++ to implement application level protocols.
The objective of the course is to give an introduction to network programming with C/C++ using a low-level API such as BSD socket or WinSock. The course goes through inter-process communication in distributed computing, the internet protocol suite with IPv4, IPv6, TCP, UDP and DNS as well as common network topology models: Client/server and peer-to-peer. The course also covers techniques for latency hiding used when developing networked games such as client-side prediction, entity interpolation and lag compensation as well as implementing an application level protocol aimed at games.
Lectures, teacher led exercises, laboratory work and compulsory hand-in assignment.
Examination is based on assignments handed in during the course
The possible grades for the course are Pass with Distinction, Pass or Fail.
PLAGIARISM AND CHEATING
Uppsala University takes cheating and plagiarism seriously and disciplinary actions will be taken against students suspected of being involved in any form of cheating and / or plagiarism. The disciplinary measurements are warning and shutdown for a limited time
NB: Only a completed course may be counted towards a degree
The reading list is missing. For further information, please contact the responsible department.