Designing object-oriented software
Designing object-oriented software
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Patterns for decoupling data structures and algorithms
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
Design patterns for lazy evaluation
Proceedings of the thirty-first SIGCSE technical symposium on Computer science education
Kaleidoscope: using design patterns in CS1
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and the Unified Process
SIGCSE '02 Proceedings of the 33rd SIGCSE technical symposium on Computer science education
Object centered design for Java: teaching OOD in CS-1
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
Teaching inter-object design patterns to freshmen
Proceedings of the 36th SIGCSE technical symposium on Computer science education
A CS1 to CS2 bridge class using 2D game programming
Journal of Computing Sciences in Colleges
A framework for teaching polymorphism using game programming
Journal of Computing Sciences in Colleges
An open-source CVE for programming education: a case study
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Computer games as motivation for design patterns
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Experiencing aspects of games programming in an introductory computer graphics class
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Elaborating heuristic reasoning and rigor with mathematical games
ACM SIGCSE Bulletin
Teaching Design Patterns Through Computer Game Development
Journal on Educational Resources in Computing (JERIC)
Education: Fast ray tracing and the potential effects on graphics and gaming courses
Computers and Graphics
Teaching design patterns using a family of games
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
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This paper presents an object--oriented design for a solitaire version of the game of Set® The design is responsibility driven and illustrates polymorphism and several fundamental design patterns, including Flyweight, Strategy and Factory. It introduces each of these to solve particular problems within the design. The direct application of these concepts and the interest our students show in the game make Set an ideal example for classroom discussions and assignments.