Third "Killer Examples" for Design Patterns and Objects First Workshop
Governor General Suite A Sunday, 8:30, half day 7 | · | 8 | · | 9 | · | 10 | · | 11 | · | 12 | · | 13 | · | 14 | · | 15 | · | 16 | · | 17 | · | 18 | · | 19 | · | 20 | · | 21 |
Carl Alphonce, University at Buffalo, State Univeristy of New York Stephen Wong, Rice University Dung "Zung" Nguyen, Rice University Phil Ventura, State University of West Georgia
http://www.cse.buffalo.edu/~alphonce/KillerExamples/OOPSLA2004/
According to the Jargon File, a killer app is an
"application that actually makes a sustaining market for a promising
but under-utilized technology." A "killer example"
provides clear and compelling motivation for a design
pattern or design principles. An example is "killer" if it
compels someone to spontaneously "buy in" to that design
pattern or technique.
"Killer examples" are important pedagogically because they get
students on-board and excited about design in general and design
patterns in particular. They can also motivate design pattern use to
those not familiar object-orientation, dispelling the myth that design
patterns are an esoteric topic.
The workshop's goal is to gather educators and developers who
have "killer examples" to share, or who wish to participate in the
discussion of the examples/techniques for presenting
design patterns to beginning students. Pre-workshop activities
encourage interaction and refinement of examples prior to the
workshop.
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