Parallel program design: a foundation
Parallel program design: a foundation
The templates approach to software reuse
Software reusability: vol. 1, concepts and models
Hypertext/hypermedia handbook
Multimedia interface design
What computing is all about
A Multimedia Interactive Environment Using Program Archetypes: Divide-and-Conquer
A Multimedia Interactive Environment Using Program Archetypes: Divide-and-Conquer
Experiences in teaching parallel computing—five years later
ACM SIGCSE Bulletin
A hypermedia lab manual for operating systems: using the network to teach
ITiCSE '96 Proceedings of the 1st conference on Integrating technology into computer science education
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How can parallel programming be made tractable for students in high schools and community colleges, to programmers in four-year colleges, to commercial and government employees, to interested independent users learning on their own, and as CASE tools for professional software designers? We aim not only to enable people to use more powerful computers, but also to enable people to use computers more powerfully, by nurturing the techniques that enable them to develop efficient, correct code with relative ease. This paper briefly presents the concept of an Archetype, a software engineering methodology developed at the Caltech for patterns of problem solving, and for providing media for quick reference and natural software reuse. We then describe eText, an interactive multimedia electronic textbook that facilitates the teaching of, navigating through, and referring to Archetypes. Initial experience with Archetypes and the electronic textbook suggests that this approach to teaching parallel programming can aid computer users in the immediate future.