L T P C
IT 0483 PRINCIPLES OF CLOUD COMPUTING 3 0 0 3
Prerequisite
Knowledge of computer networks is preferred
PUPROSE
The purpose of the course is to make the students familiar with the architecture of Cloud,
Services offered by Cloud and Security infrastructure of Cloud Computing environment.
INSTRUCTIONAL OBJECTIVES
After successful completion of the course, the students should be able to
Gain knowledge in Basics of Cloud computing
Understand Cloud Computing architecture and industry frameworks such as
MapReduce
Discuss practical applications of cloud computing
UNIT 1 9
Introduction to Cloud Computing, Concepts,terminology and standards, Types of clouds and
Risks. Cloud Architecture, Modeling and Design.
UNIT 2 9
Web Application Design, Machine Image Design, Privacy Design, Database Management
UNIT 3 9
Cloud Security: Infrastructure Security, Data Security, Network Security and Host Security
UNIT 4 9
Virtualization: Reasons for Virtualization, Virtualization implementation, CPU Virtualization,
Storage Virtualization and Network Virtualization.
UNIT 5 9
CASE STUDY : Amazon Case Study. Introduction to MapReduce: Discussion of Google Paper,
GFS, HDFS, Hadoop Framework.
TOTAL 45
TEXT BOOKS
1. George Reese-Cloud Application Architectures: Building Applications and
Infrastructure in the Cloud, Oreilly Media Inc., 2009
2. Eric A Marks & Bob Lozano, Executive Guides to Cloud Computing, John Wiley &
Sons Inc,2010
3. Shahed Latif, Tim Mather, Subra Kumaraswamy, Cloud Security and Privacy : An
Enterprise Perspective on Risks and Complaince, Oreilly Media Inc., 2009
L T P C
IT 0402 ADVANCED JAVA PROGRAMMING 2 0 2 3
Prerequisite
Knowledge of Programming in Java is preferred
PURPOSE
The main aim is to learn the advanced features of Java and to develop skills to cope with any
kind of java programming. It provides an introduction to J2ME programming to develop simple
mobile applications using Java Wireless Tool Kit.
INSTRUCTIONAL OBJECTIVES
After successful completion of the course, the students should be able to
To develop network based applications.
To develop distributed applications in Advanced Java.
To learn client server programming.
To create J2ME applications.
UNIT 1 NETWORKING AND RMI 6
Connecting to a Server - Implementing Servers - Advanced Socket Programming: InetAddress
- URL Connections. Remote Method Invocations: Setting Up Remote Method Invocation -
Parameter Passing in Remote Methods.
UNIT 2 ADVANCED SWING AND AWT 6
Lists Trees Tables - Styled Text Components - Component Organizers Shapes - Images.
UNIT 3 DATABASE CONNECTIVITY 6
The Design of JDBC - Basic Concepts - Executing Queries - Result Sets Metadata -
Transactions.
UNIT 4 JAVABEANS 6
The Bean-Writing Process - Using Beans to Build an Application - Bean Property Types -
Customizers.
UNIT 5 WIRELESS JAVA PROGRAMMING 6
Overview of J2ME: What is J2ME- A simple Example - The Connected Limited Device
Configuration - MIDP - Working with MIDLets - Introduction to GUI Programming.
LIST OF EXERCISES
1. Develop a Half duplex chat program using UDP.
2. Develop a Full duplex chat program using TCP.
3. Implement RMI program to perform arithmetic functions.
4. Develop a simple application to insert and retrieve data from database.
5. Design a color bean.
6. Design a simple J2ME application to retrieve date and time.
PRACTICAL 30
TOTAL 60
TEXT BOOKS
1. Cay S. Horstmann, Gary Cornell, Core Java 2: Volume IIAdvanced Features,
Prentice Hall, 2008.
2. Qusay Mahmoud, Wireless Java, O'Reilly Publication, 2002.
REFERENCE BOOKS
1. Patrick Naughton & Herbert Schildt, The Complete Reference: Java 2, Tata McGraw
Hill, 8 th Edition 2011.
2. Joseph Weber, Using Java 2 Platform, Prentice Hall of India, 2000.
3. Deitel & Deitel, Java How to Program, Prentice Hall, 9th Edition , 2011.
4. Http://www.java.sun.com
L T P C
IT 0450 FORENSICS AND INCIDENT RESPONSE 3 0 0 3
Prerequisite
Knowledge of TCP/IP is preferred
PURPOSE
Any organization with a presence will be the victim of computer incident and learning how to
respond to such incidents is critical. The main purpose of this course is to learn the secrets and
strategies for recovering from computer crime incidents and to respond to security breaches and
hacker attacks.
INSTRUCTIONAL OBJECTIVES
After successful completion of the course, the students should be able to
plan and prepare for all stages of an investigation detection, initial response and
management interaction
investigate web server attacks, DNS attacks and router attacks
learn the importance of evidence handling and storage
perform Trap and Trace and learn network protocols
monitor network traffic and detect illicit servers and covert channels
UNIT 1 INTRODUCTION TO COMPUTER FORENSIC TECHNOLOGY 9
Types of CF techniques - Incident and incident response methodology - Forensic duplication and
investigation, Network monitoring. Preparation for IR: Preparing individual ports and
establishing policies and procedures - Creating response tool kit and IR team.
UNIT 2 INVESTIGATIVE GUIDELINES 9
Initial assessment Checklist. Investigating the incident Formulation of response strategy - The
computer forensic process - Handling evidence - Performing forensic duplication and analysis.
Network protocols and performing trap, trace.
UNIT 3 PERFORMING NETWORK SURVEILLANCE 9
Network forensics-Setting up the system-Advanced network surveillance. Attackers goals-ICMP
covert channeling - TCP covert channelling - HTTP. Establishing identity in
cyberspace:Investigating IP address-MAC address-Tracing E-mails-E-mail address-Usernames-
Nicknames and host names.
UNIT 4 INITIAL RESPONSE TO WIN NT/2000 SYSTEM 9
Investigating systems-Windows NT/2000. IR Unix systems and investigating Unix.
UNIT 5 HACKER TOOLS 9
Investigating nonplatform - Specific technology. Routers -Web attacks - Application servers -
Investigating hacker tools.
TOTAL 45
TEXT BOOKS
1. Kevin Mandia, Chris Prosise, Incident Response-Investigating computer crime, Tata
McGraw Hill, 2001.
2. Damir Rajnovic, Computer Incident Response and Product Security,Cisco press ,1
st
edition
2010
REFERENCE BOOKS
1. Eoghan Casey, Handbook Computer crime Investigations Forensic tools and
technology, Academic Press, 1st Edition, 2002.
2. Norbert Zaenglein, Disk Detective:Secret you must know to recover information from a
computer, Paladin press,2000.
3. John R.Vacca,Micheal Erbschloe,Computer Forensics, Charles River Media, Book and
CD-ROM edition , 2005.
4. Tonny Summers, Brian Jenkinson and A.J.Sammers ,Forensic computing: A
Practitioners guide, Springer Verlag, 1st Edition ,2000.
5. Peter Stephenson, Investigating computer crime: A Handbook for corporate
investigations,Sept 1999
L T P C
IT 0452 MULTIMEDIA TOOLS AND APPLICATIONS 3 0 0 3
Prerequisite
Nil
PURPOSE
The main purpose of this course is to make one understand how to use text, images, sound and
video to deliver messages and content in meaningful ways. Critical reading, analytical thinking,
creating synthesis and attention to details. Communicating knowledge using multimedia tools
and technological problem solving will be an essential core encountered in modules.
INSTRUCTIONAL OBJECTIVES
After successful completion of the course, the students should be able to
use multimedia tools to communicate knowledge about technology systems.
introduce the application of technology to solve problems and meet human needs.
analyse the social, economic and environmental impacts of technology using
multimedia.
UNIT 1 INTRODUCTION 9
Making multimedia: Introduction - Multimedia skills . Multimedia hardware components :
Mac and Windows systems - Memory and storage devices - Input and output devices -
communication devices.
UNIT 2 MULTIMEDIA TOOLS 9
Basic software tools: text, image, and sound editing tools, painting and drawing tools.
Animation tools Making instant multimedia: Office suite.Multimedia Authoring tools:
types, card and page based authoring tools, icon and time based authoring tools.
UNIT 3 MACROMEDIA FLASH MX 9
Getting started: Managing window & panels - Creating objects using the primary drawing
tools, choosing & applying colors, Working with text - modifying graphics - Using symbols and
instances - creating animation and effects & techniques, frames & layers, Integrating media files
with flash, adding sound, importing artwork embedding video, working with 3D Graphics.
UNIT4 DREAM WEAVER 9
Getting started: Working with tools, working with text - inserting images, using basic HTML in
dream weaver - Adding text to web pages - inserting images to web pages, setting up tables using
frame & forms, adding multimedia elements to dream weaver, building style sheets using web
page working with layers - working with timelines - Enhancing web site management and
workflow in dream weaver.
UNIT 5 3D STUDIO MAX 9
Getting started: Working with user interface tools and elements -transforms and modifiers.
Modeling: Low poly modeling and shapes, using compound objects. Animation: 2D and 3D
animation Mechanics of movement; Materials and mapping using maps in material
definition. Rendering the scene Cameras & lighting, global illumination.
TOTAL 45
TEXT BOOKS
1. Tay Vaughan, MULTIMEDIA making it works, TMH 8th Edition, 2010
2. Robert Rein hard & Dowid, Flash CS4 Professional Bible, Wiley publication - 2009
3. Joseph lowery & Robert Rein hard, Adobe CS5 Bible Dream weaver Bible, Wiley
publication.-2010
4. Roger Cusson & Sebastien Primo, 3DS Max 8 Essentials, Autodesk 2006.
REFERENCE BOOKS
1. John F. Koegal Buford, Multimedia System, Pearson Educational Asia, 1994.
2. Gaugav Bhatnager, Introduction Multimedia system, Academic press Elsevier 2004
L T P C
IT 0454 KNOWLEDGE MANAGEMENT 3 0 0 3
Prerequisite
Nil
PURPOSE
The purpose of this course is to produce highly competent knowledge professionals. It equips
students to make a broader and more effective contribution in developing Knowledge
Management systems. This helps us to produce leaders, critical thinkers and technopreneurs in
IT for the knowledge economy.
INSTRUCTIONAL OBJECTIVE
After successful completion of the course, the students should be able to
Design and develop knowledge-based information systems for knowledge
representation, management, and discovery.
Explain how knowledge has caused changes in industries, markets and organisations.
Developed an understanding of some of the key themes that have arisen in relation to
artificial intelligence and expert systems.
Understand several theoretical approaches to conceptualising knowledge management
and information technology.
Have developed critical insights into the opportunities and challenges that
information systems present to knowledge management initiatives in specific
contexts.
UNIT 1 INTRODUCTION 9
Introduction: An Introduction to Knowledge Management - The foundations of knowledge
management- including cultural issues- technology applications- organizational concepts and
processes- management aspects- and decision support systems. The Evolution of Knowledge
management: From Information Management to Knowledge Management - Key Challenges
Facing the Evolution of Knowledge Management - Ethics for Knowledge Management.
UNIT 2 CREATING THE CULTURE OF LEARNING AND KNOWLEDGE SHARING 8
Organization and Knowledge Management - Building the Learning Organization. Knowledge
Markets: Cooperation among Distributed Technical Specialists - Tacit Knowledge and Quality
Assurance.
UNIT 3 KNOWLEDGE MANAGEMENT-THE TOOLS 10
Telecommunications and Networks in Knowledge Management - Internet Search Engines and
Knowledge Management - Information Technology in Support of Knowledge Management -
Knowledge Management and Vocabulary Control - Information Mapping in Information
Retrieval - Information Coding in the Internet Environment - Repackaging Information.
UNIT 4 KNOWLEDGEMANAGEMENT-APPLICATION 9
Components of a Knowledge Strategy - Case Studies (From Library to Knowledge Center,
Knowledge Management in the Health Sciences, Knowledge Management in Developing
Countries).
UNIT 5 FUTURE TRENDS AND CASE STUDIES 9
Advanced topics and case studies in knowledge management - Development of a knowledge
management map/plan that is integrated with an organization's strategic and business plan - A
case study on Corporate Memories for supporting various aspects in the process life -cycles of an
organization.
TOTAL 45
TEXT BOOKS
1. Srikantaiah, T.K., Koenig, M., Knowledge Management for the Information
Professional, Information Today, 2008
2. Nonaka, I., Takeuchi, H., The Knowledge-Creating Company: How Japanese
companies create the dynamics of innovation,1995
L T P C
IT 0456 ROBOTICS 3 0 0 3
Prerequisite
IT 0358 - Artificial Intelligence , IT 0469- Neural Networks
PURPOSE
Robots are slowly and steadily replacing human beings in many fields. The aim of this course is
to introduce the students into this area so that they could use the same when they enter the
industries.
INSTRUCTIONAL OBJECTIVES
The course has been so designed to give the students an overall view of the mechanical
components
The mathematics associated with the same.
Actuators and sensors necessary for the functioning of the robot.
UNIT 1 ROBOTIC MANIPULATION 9
Robotic manipulation: Automation and Robots Robot Classification Applications Robot
Specifications Notation. Direct Kinematics: The ARM Equation Dot and Cross products
Coordinate frames Rotations Homogeneous coordinates Link coordinates The arm
equation A five-axis articulated robot (Rhino XR-3) Inverse Kinematics: Solving the arm
equation The inverse kinematics problem General properties of solutions Tool
configuration Inverse kinematics of a five-axis articulated robot (Rhino XR-3) A robotic
work cell.
UNIT 2 DYNAMIC OF ROBOTS 12
Workspace analysis and trajectory planning: Workspace analysis Work envelop of a five-
axis articulated robot Workspace fixtures The pick-and-place operation Continuous-path
motion Interpolated motion Straight-line motion. Differential motion and statics: The tool-
configuration Jacobian matrix Joint-space singularities Generalized Inverses Resolved-
Motion rate control:n<=6 Rate control of redundant robots:n>6 rate control using {1}-
inverses .
UNIT 3 ROBOT CONTROL 6
Robot control: The control problem State equation Constant solutions Linear feedback
systems - Single-axis PID control PD-Gravity control Computed-Torque control Variable-
Structure control Impedance control
UNIT 4 SENSORS AND ACTUATORS 9
Actuators: Introduction Characteristics of actuating systems Comparison of actuating
systems Hydraulic devices Pneumatic devices Electric motors Microprocessor control of
electric motors Magnetostricitve actuators Shape-memory type metals Speed reduction.
Sensors: Introduction Sensor characteristics Position sensors Velocity sensors
Acceleration sensors Force and pressure sensors Torque sensors Microswitches Light and
Infrared sensors Touch and Tactile sensors Proximity sensors Range-finders Sniff sensors
Vision systems Voice Recognition devices Voice synthesizers Remote center compliance
device.
UNIT 5 VISION AND TASK PLANNING 9
Robot vision: Image representation Template matching Polyhedral objects Shape analysis
Segmentation Iterative processing Perspective Transformations Structured illumination
Camera calibration. Task planning: Task-level programming Uncertainty Configuration
space Gross-Motion planning Grasp planning Fine-Motion planning Simulation of planar
motion A task-planning problem.
TOTAL 45
TEXT BOOKS
1. Robert J.Schilling, Fundamentals of Robotics Analysis & Control, Prentice Hall of
India Pvt Ltd., 2002. (Chapters 1 to 9 Unit I, II, III, V)
2. Saeed B.Niku, Introduction to Robotics Analysis, Systems, Applications, Prentice
Hall of India Pvt. Ltd., 2010. (Chapters 6 & 7 Unit 4)
L T P C
IT 0458 PARALLEL COMPUTING USING OPENCL 2 0 2 3
Prerequisite
IT0120 Unix and C Lab,IT0205 Computer Architecture,
IT0208 Data Structures and Algorithms.
PURPOSE
The purpose of this course is to introduce students to parallelising algorithms and programs using
resources , such as GPU, on a desktop computer, and implementing them using OpenCL
programming mode.
INSTRUCTIONAL OBJECTIVES
After successful completion of the course, the students should be able to
Demonstrate sound knowledge of computer architecture and organisation necessary
for parallel programming and computing.
Learn and analyse different computer algorithms and problems that are parallelisable.
Implement and analyse the perfornance of algorithms in OpenCL.
Carry out a mini-project for a period of 8-10 weeks, where students implement and
evaluate the parallel implementation of a program using OpenCL, demostrating
application of parallel programming knowledge.
UNIT 1 INTRODUCTION PARALLEL COMPUTING 9
Overview of computer architecture and organisation Introduction to pipelining, parallelism
Instruction-level parallelism Data-level parallelism Task-level parallelism Thread-level
parallelism Synchronisation Multi-core CPUs GPU architecture Memory organisation in
CPU and GPU Architecture styles: SIMD, VLIW, vectorisation GPU computing
UNIT 2 INTRODUCTION TO OPENCL 9
OpenCL basics: devices, 4 models, kernel basics Organisation of an OpenCL program: kernel,
platforms, devices, context, program, command queue, buffer read / write, release resources
Performance analysis of OpenCL programs Examples in OpenCL
UNIT 3 PARALLEL ALGORITHMS ON SEQUENCES AND STRINGS 9
Scan: Tree scan List Ranking: Wyllie ranking, Random Mate ranking Sorting: Quick sort,
Selection sort, Insertion sort, Batcher's Bitonic sort, Radix sort Merging: Batcher's Odd-Even
merge, Halving merge String Matching: Naive string matching, Vishkin string matching
Other string operations: String comparison, Breaking a string into lines, Matching paranthesis
UNIT 4 OPENCL EXTENSIONS 9
OpenCL memory spaces: Separate memory spaces from host, global/local/constant breakdown,
explicit data movement Threads and scheduling: Wavefronts, wide SIMD Performance
optimisation: memory space usage, memory coalescing, wavefront/warp occupancy Timing
Events and profiling: Timing using events, wall clock timing, profiling, debugging Supporting
performance analysis tools
UNIT 5 PARALLEL ALGORITHMS ON GRAPHS AND MATRICES 9
Trees: Root-fix, Leaf-fix Shortest Path: Breadth first search Matrix: addition, multiplication,
inverse, matrix-vector multiplication Case Studies: Loop unrolling, Data reuse, Knapsack, Zero
copy/image processing, Simple web plugin, Random number generator, Video Editing
Total 45
TEXT BOOKS
1. D. Kirk and W. Hwu, Programming Massively Parallel Processors, Morgan Kaufmann,
2. Benedict Gaster, Lee Howes, David R. Kaeli, Perhaad Mistry, Dana Schaa,
Heterogenous Computing with OpenCL, Morgan Kaufmann, August 2011,
3. SCandAL Project, Carnegie Mellon University, A Library of Parallel Algorithms,
http://www.cs.cmu.edu/~scandal/nesl/algorithms.html
REFERENCE BOOKS
1. AMD APP SDK Installation Notes
2. OpenCL University Kit, http://developer.amd.com/downloads/opencl_univ_kit_1.0.zip
3. AMD APP OpenCL Programming Guide, May 2011.
4. Introduction to OpenCL Programming, Training Guide, May 2010.
5. CLRS (T.H. CORMEN, C.E. LEISERSON, R.L. RIVEST, C. STEIN), Introduction To
Algorithm, 2nd/3rd Edition, Prentice Hall India, 2009
L T P C
IT 0460 SECURE CODING PRINCIPLES 3 0 0 3
Prerequisite
Knowledge of programming is preferred
PURPOSE
Easily avoided software defects are a primary cause of commonly exploited software
vulnerabilities. By identifying insecure coding practices and developing secure alternatives,
software developers can take practical steps to reduce or eliminate vulnerabilities before
deployment. The main purpose of this course is to educate young learners and to advance the
state of the practice in secure coding.
OBJECTIVES
After successful completion of the course, the students should be able to
To understand and identify the common the vulnerabilities
To understand the basic security principles and build secure systems
To learn to model threats and analyze software systems
To perform security testing
UNIT1 INTRODUCTION 9
Need for Secure Systems, Proactive Development Process, Vulnerability Cycle, Attack
Definition, Examples of Bad Code.
UNIT 2 SECURITY PRINCIPLES and THREAT MODELING 9
Security Principles: Secure by Design, Secure by Default, Secure in Deployment; Threat
modeling: Secure Design Through Threat Modeling, Security Techniques, a cornucopia of
Threats and Solutions.
UNIT 3 SECURITY ARCHITECTURE and DESIGN 9
Security Architecture: Definition, Principles; Case Study : The Java Sandbox;Secure Design:
Secure Design Steps, Special Design Issues, bad Practices, Case Studies.
UNIT 4 IMPLEMENTATION AND OPERATIONS 9
Implementation: Good Practices, Bad Practices and Case Studies; Operations: Security is
Everybodys Problem, Good Practices, Bad Practices and Case Studies.
UNIT 5 SECURITY TESTING 9
Good General Practices, Building Security Test Plans from Threat Model, Testing Clients with
Rogue Servers, Testing with Security Templates, Determining Attack Surface, Case Studies.
TOTAL 45
TEXT BOOKS
1. Mark G Graff and Kenneth R Van Wyk , Secure Coding : Principles and Practices,
OReilly, Cambridge, 1st Edition,2003
2. Michael Howard and David LeBlanc , Writing Secure Code , Microsoft Press,
USA,2007
REFERENCE BOOKS
1. John Viega AND Gary McGraw, Building Secure Software: How to Avoid Security
Problems the Right Way , Addison-Wesley Pearson Education,USA, ISBN 0-201-
72152-X
2. http://www.securecoding.cert.org/
3. http://msdn2.microsoft.com/en-us/library/aa302419.aspx
4. http://www.sans.org/reading_room/whitepapers/securecode/1646
L T P C
IT 0462 GRID COMPUTING 3 0 0 3
Prerequisite
Knowledge of Distributed Systems is preferred
PURPOSE
This course provides a comprehensive view of Grid computing technology.
INSTRUCTIONAL OBJECTIVES
After successful completion of the course, the students should be able to
To understand the concept of Grid computing and the benefits of Grid computing
over other technologies.
To understand the components of grid computing systems and architectures
To understand the standards supporting Grid Computing
To understand the issues and approaches in Grid Deployment.
UNIT 1 INTRODUCTION 9
Introduction: Grid computing-key issues-potential applications and benefits-grid types,
topologies-comparison with other approaches-motivations for grid computing-brief history
(communication, computation, grid technology).
UNIT 2 GRID COMPUTING SYSTEMS AND ARCHITECTURES 9
Overview-Basic Constituent Elements functional view-Grid Security Infrastructure (User
Security, Node Security, Broker Function, Scheduler Function, Data Management, Job
Management and Resource Management, User submission blocks)- Basic constituent elements
physical view.
UNIT 3 OPEN GRID SERVICES INFRASTRUCTURE 9
Introduction-Architectural constructs-OGSI/OGSA service elements and layered model (Key
Aspects, Ancillary Aspects, Implementations of OGSI)-Grid service-WSDL extensions and
conventions- service data-core grid service properties.
UNIT 4 OPEN GRID SERVICES ARCHITECTURE 9
Introduction-Functionality Requirements-OGSA service taxonomy-service relationships-OGSA
services-Security considerations.
UNIT 5 GRID SYSTEM ECONOMICS AND COMMUNICATION SYSTEMS 9
Introduction-The chargeable grid service (CGS)-The Grid payment system-GPSHold Service-
The Grid currency exchange service- Security considerations-Communication systems for Local
grids, National grids.
TOTAL 45
TEXT BOOKS
1. Daniel Minoli, A Networking Approach to Grid Computing, A John Wiley & Sons
Inc., Publication ,Singapore, 2005.
REFERENCE BOOKS
1. Ahmar Abbas, " Grid Computing , A Practical Guide to Technology and
Applications", Firewall Media , 2004
2. Joshy Joseph , Craig Fellenstein , "Grid Computing", Pearson Education, New Delhi ,
2004
3. D.Janakiraman, Grid Computing- A Research Monograph, Tata McGraw Hill , New
Delhi, 2005
L T P C
IT 0464 GAME PROGRAMMING 3 0 0 3
Prerequisite
Nil
PURPOSE
The main purpose of this course is to provide the student with sound programming skills to learn
tile based games, board games and strategy based games. Integrate technologies such as
multimedia, artificial intelligence and physics modelling into a cohesive interactive game
application.
INSTRUCTIONAL OBJECTIVES
After successful completion of the course, the students should be able to
To understand the evolution of games throughout history and development
To implement games programming principles and algorithms using industrial
strength.
To understand all aspects of game technologies and implement 2D and 3D
programming using direct draw
UNIT 1 INTRODUCTION 9
Introduction: History of games, features & requirement of games, the role of game programming
in game industry. Game genres: Deterministic games and Non-deterministic games, tile based
games, Board games and strategy based games, collective action games, competitive games.
UNIT 2 OPTIMIZATION OF GAME PROGRAMMING 9
Optimization of game programming: Review of data structure & algorithm, various methods of
information, code optimization in games, control in games, user interfaces, keyboard input in
games, games platform ( PC/MAC, ARCADE, Console in games, OS )
UNIT 3 STRATEGY IN GAMES & GAME THEORY 9
Strategy in games & game theory: Basic strategic & principles, fundamentals of games theory,
games with simultaneous moves, mixed Strategies, probability & expected utility, search
algorithm, path finding algorithm, shortest path algorithm, A* algorithm, application of Artificial
Intelligence in computer games.
UNIT 4 2 D & 3 D PROGRAMMING 9
2D&3D Programming: Introduction to direct draw, graphic modes available in direct draw,
creating 2D using Direct draw, creating 3D using Direct Draw, interfacing with 3D graphic
cards. Direct-X: Analysis of Direct-X , features of Direct_X, APIs in the Direct-X , examples of
Direct-X, games, details on each library with Direct-X, introduction to Direct input, utilitizing
Direct input for Hardware interfacing, introduction to Direct sound.
UNIT 5 ISSUES IN GAME PROGRAMMING 9
Issues in game programming: Speed in games, data storage consideration, level design,
playability, choice of game implementation, Game appreciation: Difference in games skills,
development of skills, appreciation of games, determining the quality of the game, future gaming
technologies and style.
TOTAL 45
TEXT BOOKS
1. Jonathan S. Harbour Beginning Game Programming , Wiley publication, 2009.
2. Dutta, Prajit K., Strategies & games : Theory & Practice, MIT Press, 1999.
3. Andre La Mothe 2D/3D Game programming Waite Group Press, 2002.
4. Rohan Coelho DirectX, RDX and MMX Technology, API, 1998.
REFERENCE BOOKS
1. Todd Barron Strategy Game Programming Published by Wordware, 2005.
2. Andrew Lamothe Tricks of the windows Game Programming SAMS, 2005.