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Using the game of life to introduce freshman students to the power and elegance of design patterns

Published:23 October 2004Publication History

ABSTRACT

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.

References

  1. E. Gamma, R. Helm, R. Johnson, and J. Vissides, Design Patterns: Elements of Reusable Object-Oriented Software, Addison-Wesley Longman, Reading, MA, 1995. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. D. Nguyen, S. Wong, "Patterns for decoupling data structures and algorithms," ACM SIGCSE Bulletin, Proceedings of the thirtieth SIGCSE technical symposium on Computer Science Education, 31(1), 1999. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. O. Astrachan, "OO overkill: when simple is better than not," ACM SIGCSE Bulletin, Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education, 33(1), 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. M. Gardner, The fantastic combinations of John Conway's new solitaire game "life", Scientific American, 223: 120--123, 1970.Google ScholarGoogle ScholarCross RefCross Ref

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  1. Using the game of life to introduce freshman students to the power and elegance of design patterns

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      cover image ACM Conferences
      OOPSLA '04: Companion to the 19th annual ACM SIGPLAN conference on Object-oriented programming systems, languages, and applications
      October 2004
      348 pages
      ISBN:1581138334
      DOI:10.1145/1028664

      Copyright © 2004 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 23 October 2004

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