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CS 130: Software Engineering, Fall 2015

Instructor: Dr. Miryung Kim (BH 4532H)
    Lectures: MW 12PM to 2PM, Boelter 5239   
    Office Hours: MW 11 AM to 11:45 AM or by appointment
    Final Exam: Wednesday December 9th 2015, 8:00am-11:00am

General Description  

We focus on providing hands-on experience in designing and developing large-scale software systems. You will generate concrete software engineering artifacts at all stages of the software life-cycle. You will learn systematic engineering methods for large-scale software development: design and modeling methods; collaborative development environment; object-oriented design patterns and refactoring; build & integration; unit testing & regression testing; bug finding; software inspection and verification.   

My goal is to teach systematic software development methods and tools in the context of developing a software system in collaboration with other students. Systematic design, construction, verification, and evolution methods include
  • Object-oriented design patterns
  • Refactoring
  • Unit testing, test coverage and test generation
  • Hoare logic, preconditions, post-conditions, and loop invariants 
In the beginning of the class, I will ask you to fill out a background survey on what you are hoping to learn from this class. In the subsequent lecture, I will discuss how your expectations are aligned with and/or different from what to be covered and emphasized in the class.

Class Schedule, Reading List, and Project Milestones

Reading, Assignments, Tutorials
Week 1
Design Notation
Use Case and State chart in UML
Class Diagram, Sequence Diagram
Lecture 1-UML
Design Principles: Information Hiding
Lecture 2-Information Hiding
KWIC Code Example
Lab: Team Formation
Lab: Discussion on Part A Requirements
Overview of UML
UML Tutorial

Article: On the Criteria to be used in decomposing systems into modules

Week 2
Design Patterns
Strategy, Observer, Mediator
Abstract Factory, Factory Method
Lecture 3-Design Patterns Part A
Lecture 4-Design Patterns Part B
Quiz 1 (10/7 in Class)

Lab: Project Status Meeting and Design Patterns
Head First Chapter 1. Overview and Strategy
Head First Chapter 2. Observer
Head First Chapter 4. Factory
Design Patterns: Strategy, Mediator, Observer, FactoryMethod

Week 3
Design Patterns
Singleton, Command, Adaptor
Template Method, State, Flyweight
Lecture 5-Design Patterns Part C
Lecture 6-Design Patterns Part D
Design Pattern Skeleton Code Snippets
Assignment 1 is due on Wednesday 11:59 PM.
Lab: Discussion on Part B Requirements (Part A is Due)
Head First Chapter 5. Singleton
Head First Chapter 6. Command
Head First Chapter 7. Adapter and Facade
Head First Chapter 8. Template Method
Head First Chapter 10. State
Design Patterns:  Singleton, Adapter, Flyweight
Code: Java Code examples of Head First Design Patterns

Week 4
10/21 (Midterm)
Discussion on Modern Software Teams, Processes, and Build Management
Lecture 7-Build Management
Midterm (10/21 in Class)

Lab: Discussion on Design Patterns
Week 5
Statement, Branch, and Path Coverage
Bounded Iteration, Infeasible Paths, Test Generation, and Symbolic Execution
Lecture 8-Testing Part 1
Lecture 9-Testing Part 2
Regression Test Selection
Testing Activity Notes and Solutions
Quiz 2 (10/28 in Class)
Article: Symbolic Execution and Program Testing
JUnit Tutorial

Lab: Discussion on Part C Requirements (Part B is Due)
Week 6
Hoare Logic
Weakest Precondition and Loop Invariant
Lecture 10-Hoare Logic Part 1
Lecture 11-Hoare Logic Part 2
Code Inspection Activity Notes and Solutions
Weakest Precondition-HandwrittenNote1.pdf
Weakest Precondition-HandwrittenNote2.pdf
Weakest Precondition-HandwrittenNote3.pdf

Week 7
11/11 (No Class Veterans Day)

Software Verification
Guest Lecture: Dr. Madan Musuvathi
Assignment 2 is due on Wednesday 11:59 PM.

Quiz 3 (11/9 in Class)
Lab: Discussion on Agile Process / XP Programming

Week 8
Discussion on Modern Code Review and Testing
Modern Code Review Practices
Model Based Testing
Mutation Testing
Lecture 12-Code Review and Testing Discussion
Effective Java
Creating and Destroying Objects
Methods Common to All Objects
Classes and Interfaces
Lecture 13-Effective Java Part 1
Lecture 14-Effective Java Part 2
Quiz 4 (11/18 in Class)
Code: Effective Java Code Examples Demonstrated in Class
Effective Java Book:
Creating and Destroying Objects
Methods Common to All Objects
Classes and Interfaces

Sample Final Exams
(1) Practice Exam 1
(2) Practice Exam 2
(3) Practice Exam 3
(4) Practice Exam 4

Preliminary Part C is due 11/18 11:59PM. Please send your assignment to the partner team who will be reviewing your project, cc-ing the instructor and the TA. 

Lab (11/20): Peer Evaluation. Please use the lab hours to assess the partner team's project.
Week 9 Thanksgiving
11/23 (No Class)
11/25 (No Class)
No class: please work on your project and enjoy Thanksgiving.
Peer Evaluation of Another Team's Project is due 11/25 11:59PM.
Week 10 (Students Project Presentations)
Final Project is Due before Class on Monday
Guest panelists from local software companies and venture firms
Student Projects Video from Spring 2015
Üdder (Spontaneous Event Schedule and Coordination iOS App, CS 130 Team Project Award Winner)
Photo Hangout (Real Time Collaborative Photo Editing Mobile App, Runner Up)
Eventful (Spontaneous Event Schedule and Coordination Android App, Honorable Mention, Nice Video)
BitBoard (Web App and iOS App for Collaborative Whiteboard Sketching, Honorable Mention)
Barter (Improved Craigslist+Tinder like experience for iOS Buy-Sell-Trade)
Beat Maker (Real Time Audio Editing Mobile App for Dance Choreography)
Book Cycle (Textbook Buy and Sell Web App)
Diet&Fit Motivation (Calorie Counting and Fitness Recommendation Web App)
Game Set Match (Improved with Games)
Hera (Real Time Music Animation based on Web Audio Characteristics)
MMM My Meal Manager (Recipe Suggestions based on Inventory Management)
PackManager (Packing Suggestion App for Travels based on Historical Weather Patterns)
Pantry (Pantry Inventory Food Expiration Notification)
PiCast  (Video Streaming using Raspberry Pi)
TutorU (Tutor Finding and Payment Web App)
Vantage (Social Photo Album Mobile App)


Project 35%
Quizzes 12% (3 quizzes, 4% each) 
Midterm 15%
Final 25%
Homework 10% (2 assignment, 5% each)
Participation 3%

Class Discussion: Think Pair Share

How Does It Work?
1) Think. The teacher provokes students' thinking with a question or prompt or observation. The students should take a few moments (probably not minutes) just to THINK about the question.

2) Pair. Using designated partners (such as with Clock Buddies), nearby neighbors, or a deskmate, students PAIR up to talk about the answer each came up with. They compare their mental or written notes and identify the answers they think are best, most convincing, or most unique.

3) Share. After students talk in pairs for a few moments (again, usually not minutes), the teacher calls for pairs to SHARE their thinking with the rest of the class. She can do this by going around in round-robin fashion, calling on each pair; or she can take answers as they are called out (or as hands are raised). Often, the teacher or a designated helper will record these responses on the board or on the overhead

Team Project

You will work in teams of eight to ten students in the same TA section. You should demonstrate that the proposed application is new and a unique creation. If you implement a feature that already exists or is very similar to an existing feature in any past or later version, it will be considered as plagiarism. When proposing a project, you should investigate whether it is feasible to implement and test it. You are expected to perform a live demonstration of your project during your project presentations. Students in the same team will not always receive the same grades, and project grades will account for individual effort and contribution. In each phase of the projects, students will rate and rank individual contributions within the teams and will rate the quality of projects for other teams. The teaching team will consider these peer evaluation reports when assigning individual grades. Your TAs will be in charge of setting project requirements and grading your projects. The instructor will also attend your midterm and final project presentations and provide additional assessments of your projects. Project activities will include the following but not limited to:

  1. a new feature proposal and presentation (5%)
  2. a midpoint implementation and testing progress report and presentation (7%)
  3. a final demonstration and presentation (13%)
  4. a youtube video about your project demo (5%): For example, you can take a look at sample videos created by students who took CS 130 in the previous quarter. (See the links above)    
  5. participation and peer evaluation (5%)


We will have a short quiz on 10/7 (Wed), 10/29 (Wed), 11/9(Mon) and 11/18 (Wed). The instructor cannot accommodate quizzes on a different date. However, we will count the best 3 quizzes out of 4 quizzes. Each quiz should take about 15 to 20 minutes. 

Project report and presentation grading scheme


During this course, I will be asking you to give me feedback on your learning in both informal and formal ways, e.g., including anonymous midpoint survey about how my teaching strategies are helping or hindering your learning. It is very important for me to know your reaction to what we are doing in the class, so I encourage you to respond to these surveys, ensuring that we can create an environment effective for teaching and learning.  Occasionally, at the end of the lecture, I will hand out index cards to ask "what is the most important thing you have learned in this class session?" and "what questions do you still have?" This feedback will be anonymous and this is to check your understanding and promote Q&A.

Academic Integrity

Each member of the university is expected to uphold these values through integrity, honesty, trust, fairness, and respect toward peers and community. In your first week, you must read and sign UCLA's Academic Integrity Statement.

Frequently Asked Questions

Q: Why aren't there many programming assignments? I want to improve my programming skill through this class.
My goal is to help you experience a software project life cycle by creating concrete artifacts in each stage. Thus, while software implementation is an important part of the life cycle, coding is not the main focus of this class. If you are excited about coding and want to practice more, please select a project with a significant implementation component or volunteer to play a key role in implementing your team project. I can also share pointers to open source projects, books, and references that could help you to practice your programming skills further.

Q: Why are we emphasizing theories (such as discrete math, logic, proof by induction, and program analysis) in a project-based software laboratory course?
I hope that you can not only get a good job as an entry level software engineer, but succeed in the future as a lead, principal engineer and architect. This requires you to have not only a solid coding skill but a theoretical foundation for systematic design, analysis, testing, and verification methods. In my opinion, these foundations cannot be easily attained while you are on the jobs; they are best taught at University.

Class Policy 

  • You can use your laptops to take notes (no smart phones please).
  • I promise to return graded assignments within two weeks to provide timely feedback to you.
  • Class announcements will be made through Piazza. Not every class announcement will be made available via electronic means.
  • Please use on-line repository services such as GitHub, Assembla or BitBucket for version control and project management. Please provide a read permission to us, so that we can access and grade your project. 
  • Review questions are to help you review concepts and to prepare for quizzes. If you do not know answers to the questions, I'd be happy to go through them with you during my office hours.