# Module details for Mathematics for Application Development 1

## Description

This module is specifically for Computer Games Application Development students. It consists of the elementary algebraic and geometric topics needed in the study of computer games application development.

## Aims

The aim of this module is to provide the student with: the necessary basic algebraic and geometric skills to enhance their understanding of concepts used in computer graphics programming.

## Learning Outcomes

By the end of this module the student should be able to:

1.  Solve algebraic problems using trigonometric, exponential and logarithmic functions.

2.  Solve two-dimensional geometric problems involving straight lines and circles.

3.  Use matrix and vector algebra proficiently.

4.  Use matrix transformations for standard geometric operations in 2-D computer graphics.

5.  Use the basic kinematics equations to solve problems in dynamics.

## Indicative Content

### 1 Revision:

Transposition of formulae, indices.

### 2 Functions:

Standard trigonometric, exponential and logarithmic functions and their graphs (sketches only).

### 3 Coordinate Geometry:

2-D lines – gradient, equation, length, perpendicular lines, intersections. Circles – centre and radius, equation, tangent and normal.

### 4 Vectors:

2 and 3-D, modulus, unit vector, component form, scalar (dot) and vector (cross) products.

### 5 Matrices:

Dimension, addition/subtraction, transpose, multiplication, determinant, inverse (up to 3 x 3).

### 6 Solving equations:

Solve linear equations by matrix methods – inverse, Gaussian elimination and Cramer’s rule.

### 7 Matrix Transformations:

2-D transformation matrices – scaling, rotation, reflection and translation using homogeneous coordinates. Composite transformations by matrix multiplication.

### 8 Kinematics:

Use of standard kinematics equations (straight line, constant acceleration) and relation to velocity/time and displacement/time graphical methods. Motion in two dimensions – projectiles from a horizontal plane – range, time of flight, greatest height etc.

## Teaching and Learning Work Loads

 Teaching and Learning Method Hours Lecture 18 Tutorial/Seminar 18 Practical Activity 0 Assessment 80 Independent 84 Total 200

## Guidance notes

SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.

Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.

## Disclaimer

We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2021/22 , and may be subject to change for future years.