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
OO overkill: when simple is better than not
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
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In this paper, we describe two programming assignments based on a refactoring of the classic Game of Life application. In particular, we use the Game of Life to help teach freshman students two important and widely applicable design patterns - Command and Visitor.