Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Design patterns for object-oriented software development
Design patterns for object-oriented software development
Software reuse: a holistic approach
Software reuse: a holistic approach
Teaching introductory programming in the multi-media world
ITiCSE '96 Proceedings of the 1st conference on Integrating technology into computer science education
Software reuse: architecture, process and organization for business success
Software reuse: architecture, process and organization for business success
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
Integrating console and event-driven models in CS1
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
simpleIO: a Java package for novice interactive and graphics programming
ITiCSE '99 Proceedings of the 4th annual SIGCSE/SIGCUE ITiCSE conference on Innovation and technology in computer science education
Proceedings of the thirty-first SIGCSE technical symposium on Computer science education
Here, there and everywhere - on the recurring use of turtle graphics in CS1
ACSE '00 Proceedings of the Australasian conference on Computing education
Event-driven programming is simple enough for CS1
Proceedings of the 6th annual conference on Innovation and technology in computer science education
Teaching objects early and design patterns in Java using case studies
Proceedings of the 8th annual conference on Innovation and technology in computer science education
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Using a maze case study to teach: object-oriented programming and design patterns
ACE '04 Proceedings of the Sixth Australasian Conference on Computing Education - Volume 30
A taxonomy for learning object technology
Journal of Computing Sciences in Colleges
Use and assessment of a rigorous approach to CS1
Proceedings of the 36th SIGCSE technical symposium on Computer science education
An investigation of potential success factors for an introductory model-driven programming course
Proceedings of the first international workshop on Computing education research
Killer "killer examples" for design patterns
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Game-themed programming assignments: the faculty perspective
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Hi-index | 0.00 |
In this paper we argue that introducing object-oriented frameworks as subject already in the CS1 curriculum is important if we are to train the programmers of tomorrow to become just as much software reusers as software producers. We present a simple, graphical, framework that we have successfully used to introduce the principles of object-oriented frameworks to students at the introductory programming level. Our framework, while simple, introduces central abstractions such as inversion of control, event-driven programming, and variability points/hot-spots. This has provided a good starting point for introducing graphical user interface frameworks such as Java Swing and AWT as the students are not overwhelmed by all the details of such frameworks right away but given a conceptual road-map and practical experience that allow them to cope with the complexity.