To gain practical experience in deploying object-oriented design and implementation techniques.
See also the lectures OO.
In the past the objective stated above
has often been misunderstood as the liberty
to develop another application in C++ or Java.
This has led to a number of nice games.
Nice, but not very interesting in terms of their O-O
architecture. While the first such games may be considered
as pioneering work, most of its followers did not
excel as imaginative examples of O-O software construction.
For the O-O practicum I wish to maintain the spirit of challenge.
That is to say, I want you to experiment with technologies that are of
current interest, and to taste how it is to build a framework with these
technologies in the domain of your choice.
In other words, it is not the individual application that is interesting,
but the approach that allows for developing a thousand applications with ease,
building on the ideas and solutions of your framework.
More concretely, if you insist on developing another game,
don't build a single game application, but try to develop
a framework that allows for building a variety of similar games.
Make sure that you factor out game strategies, for example by using
the Strategy pattern.
Now to give you an indication of what I see as the major challenges
in O-O software construction:
All these subjects have been treated, or at least
hinted at in the OO Lectures.
If you did not visit any of these lectures, I do actually
want to discourage you to participate in the practicum.
You do not learn much from writing an other Java program, do you?
Notes 2000
Notes 98/99
[.]
-
[up]
[top] -
[I]
[II]
[III]
[IV] -
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
[9]
[10]
[11]
[12] -
[A]
[R]
Hush Online Technology
hush@cs.vu.nl
11/27/00 |
![]() |
![]() |