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The game of set®: an ideal example for introducing polymorphism and design patterns

Published: 01 March 2004 Publication History

Abstract

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.

References

[1]
J. Adams and J. Frens. Object centered design for java: Teaching ood in cs--1. Proceedings of the Thirty--Fourth SIGCSE Technical Symposium on Computer Science Education, 34:273--277, 2003.
[2]
M. Falco. Set: The Family Game of Visual Perception. http://www.setgame.com, 2002. URL current as of August, 2003.
[3]
E. Gamma, R. Helm, R. Johnson, and J. Vlissides. Design Patterns: Elements of Reusable Object--Oriented Software. Addison--Wesley, 1995.
[4]
C. Larman. Applying UML and Patterns: An Introduction to Object--Oriented Analysis and design and the Unified Process. Prentice--Hall, 2 edition, 2002.
[5]
D. Nguyen and S. Wong. Design patterns for decoupling data structures and algorithms. Proceedings of the Thirtieth SIGCSE Technical Symposium on Computer Science Education, 30:87--91, 1999.
[6]
D. Nguyen and S. Wong. Design patterns for lazy evaluation. Proceedings of the Thirty--First SIGCSE Technical Symposium on Computer Science Education, pages 21--25, 2000.
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D. Nguyen and S. Wong. Design patterns for sorting. Proceedings of the Thirty--Second SIGCSE Technical Symposium on Computer Science Education, pages 263--267, 2001.
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D. Nguyen and S. Wong. Design patterns for games. Proceedings of the Thirty--Third SIGCSE Technical Symposium on Computer Science Education, pages 126--132, 2002.
[9]
M. R. Wick. Kaleidoscope: Using design patterns in cs1. Proceedings of the Thirty--Second SIGCSE Technical Symposium on Computer Science Education, pages 258--262, 2001.
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R. Wirfs-Brock, B. Wilkerson, and L. Wiener. Designing Object--Oriented Software. Prentice--Hall, 1990.

Cited By

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  • (2017)Digital card games in educationComputers & Education10.1016/j.compedu.2017.02.011109:C(122-161)Online publication date: 1-Jun-2017
  • (2014)Design patterns applied for networked first person shooting game programming15th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)10.1109/SNPD.2014.6888715(1-6)Online publication date: Jun-2014
  • (2009)Teaching design patterns using a family of gamesACM SIGCSE Bulletin10.1145/1595496.156296041:3(268-272)Online publication date: 6-Jul-2009
  • Show More Cited By

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cover image ACM Conferences
SIGCSE '04: Proceedings of the 35th SIGCSE technical symposium on Computer science education
March 2004
544 pages
ISBN:1581137982
DOI:10.1145/971300
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 01 March 2004

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Cited By

View all
  • (2017)Digital card games in educationComputers & Education10.1016/j.compedu.2017.02.011109:C(122-161)Online publication date: 1-Jun-2017
  • (2014)Design patterns applied for networked first person shooting game programming15th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)10.1109/SNPD.2014.6888715(1-6)Online publication date: Jun-2014
  • (2009)Teaching design patterns using a family of gamesACM SIGCSE Bulletin10.1145/1595496.156296041:3(268-272)Online publication date: 6-Jul-2009
  • (2009)Teaching design patterns using a family of gamesProceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education10.1145/1562877.1562960(268-272)Online publication date: 6-Jul-2009
  • (2009)Enhancing Self-Motivation in Learning Programming Using Game-Based Simulation and MetricsIEEE Transactions on Education10.1109/TE.2008.201098352:4(555-562)Online publication date: 1-Nov-2009
  • (2008)Teaching Design Patterns Through Computer Game DevelopmentJournal on Educational Resources in Computing10.1145/1348713.13487158:1(1-22)Online publication date: 1-Mar-2008
  • (2007)Elaborating heuristic reasoning and rigor with mathematical gamesACM SIGCSE Bulletin10.1145/1345375.134540939:4(32-36)Online publication date: 1-Dec-2007
  • (2007)Experiencing aspects of games programming in an introductory computer graphics classACM SIGCSE Bulletin10.1145/1227504.122740039:1(249-253)Online publication date: 7-Mar-2007
  • (2007)Computer games as motivation for design patternsACM SIGCSE Bulletin10.1145/1227504.122739139:1(233-237)Online publication date: 7-Mar-2007
  • (2007)Experiencing aspects of games programming in an introductory computer graphics classProceedings of the 38th SIGCSE technical symposium on Computer science education10.1145/1227310.1227400(249-253)Online publication date: 7-Mar-2007
  • Show More Cited By

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