Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Design patterns: an essential component of CS curricula
SIGCSE '98 Proceedings of the twenty-ninth 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
OO overkill: when simple is better than not
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
Using classic problems to teach Java framework design
Science of Computer Programming - Special issue: Principles and practices of programming in Java (PPPJ 2004)
What do teachers teach in introductory programming?
Proceedings of the second international workshop on Computing education research
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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Design patterns have made a strong impact on how object-oriented software is designed, implemented, and communicated in industrial projects. Teaching patterns is therefore of great importance. Patterns, however, have a natural catalogue-like nature, that easily misleads us into to lecturing them one at a time. This leaves an impression of patterns as isolated solutions to independent problems. We present our experience with trying to counteract this problem by using a well-engineered framework, JHotDraw, as a case study in how patterns work together to define a flexible and compositional software system of high quality.