Module Title:Concurrent Programming
Language of Instruction:English
Credits: 5
NFQ Level:8
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: As well as traditional lectures students will undertake various laboratory exercises implementing various algorithms. They will be expected to participate in class on the materials covered. A term papers will involve a more in-depth study of the issues raised. Combination of lecture and laboratory sessions. Lectures will provide traditional theory. Laboratory sessions will employ formative practical assessment and learning concurrent and functional programming. Project work will be based on programming in C++11, C++14, Erlang and Haskell languages
Module Aim: Analyse, evaluate and implement concurrent algorithms which allow computational processes to be executed efficiently within digital games. Design and develop programs to perform tasks in parallel on single, multi‚ąícore and distributed CPU's and GPU's
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Evaluate methods for synchronising concurrent processes and assess effects of concurrency in specific domains, applied to games development and title execution environments
LO2 Design algorithms that execute on multiple processes with core or processor affinity
LO3 Develop functional programs that express the logic of a computation (without defining flow) and integrate into a digital game
Pre-requisite learning
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
Game Engineering 1 or equivalent

Module Content & Assessment

Indicative Content
Concurrent programming
Processes and Threads, Microchip Architectures (multicore, NUMA, hUMA) , GPU Architectures (SIMD, SIMT) Mutual Exclusion (Mutex, Semaphore), APIs (Pthreads, OpenMP, MPI, OpenCL, CUDA) and implementations
Functional Programming
Definition, process creation, message passing, registering processes
Assessment Breakdown%
Continuous Assessment30.00%
End of Module Formal Examination50.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Written Report Reading and criticism of industry/academic papers. Personal research/educational essay writing 1,2,3 30.00 Every Week
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Complete a project which includes games programming patterns and concurrency 1 20.00 Sem 1 End
No Practical
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam End of year exam 1,2 50.00 End-of-Semester

SETU Carlow Campus reserves the right to alter the nature and timings of assessment


Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture 12 Weeks per Stage 2.00
Laboratory 12 Weeks per Stage 4.00
Estimated Learner Hours 15 Weeks per Stage 3.53
Total Hours 125.00

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 8 Group Elective 1