The armchair universe: an exploration of computer worlds
The armchair universe: an exploration of computer worlds
The magic machine: a handbook of computer sorcery
The magic machine: a handbook of computer sorcery
Artificial life lab
Turtles, termites, and traffic jams: explorations in massively parallel microworlds
Turtles, termites, and traffic jams: explorations in massively parallel microworlds
Engaging students and teaching modern concepts: literate, situated, object-oriented programming
SIGCSE '94 Proceedings of the twenty-fifth SIGCSE symposium on Computer science education
Computer simulations with Mathematica: explorations in complex physical and biological systems
Computer simulations with Mathematica: explorations in complex physical and biological systems
Growing artificial societies: social science from the bottom up
Growing artificial societies: social science from the bottom up
Object-Oriented Programming in Pascal; A Graphical Approach
Object-Oriented Programming in Pascal; A Graphical Approach
Tinkertoy Computer and Other Machinations
Tinkertoy Computer and Other Machinations
Artificial Life
Toward a first course based on object-oriented patterns
SIGCSE '96 Proceedings of the twenty-seventh SIGCSE technical symposium on Computer science education
Chance-It: an object-oriented capstone project for CS-1
SIGCSE '98 Proceedings of the twenty-ninth SIGCSE technical symposium on Computer science education
Design patterns: an essential component of CS curricula
SIGCSE '98 Proceedings of the twenty-ninth SIGCSE technical symposium on Computer science education
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
Conservatively radical Java in CS1
Proceedings of the thirty-first SIGCSE technical symposium on Computer science education
Teaching CS1 with karel the robot in Java
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
Teaching Java first: experiments with a pigs-early pedagogy
ACE '04 Proceedings of the Sixth Australasian Conference on Computing Education - Volume 30
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This paper explores the framework method for teaching object-oriented programming. Specifically, it describes a hierarchy of C++ classes that implement the framework for an Artificial Life simulator. Students learn how to read these classes and extend them via inheritance: they design and implement subclasses that encapsulate the behavior and state of environments and the entities that inhabit them. The simulator constructs an artificial world from objects of these subclasses; then, it animates these objects as they interact during the simulation. This paper includes one sample project and both subclasses that implement its solution.