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Learning object orientation
through a Visual tool
Baltasar García Perez-Schofield
Grupo SI1
CISTI 2008
Universidad de Vigo
http://trevinca.ei.uvigo.es/~jgarcia/TO/zero/
http://webs.uvigo.es/jbgarcia/
Summary
● A vehicle for learning object-oriented
programming.
● Pilars for achieving that objective:
– Persistent,
– Prototype-based,
– Interactive, visual programming.
● It has already been used in a number
graduate and undergraduate courses.
The basics of the system
● All object manipulation is done by
means of visual aids.
● Programming is interactive, results are
shown as soon as the programmatic
counterparts for the visual aids are
executed.
● Only code creation cannot be create
through visual means, but we do
actually want students to program.
The container inspector
● A container inspector makes it possible
to manage objects inside it.
– Create new objects.
– Manage existing objects.
– Delete objects.
– Make objects persistent:
● Orthogonal persistence.
The container inspector
● An object inspector makes it possible to
manage the characteristics of any object.
The object inspector
● An object inspector makes it possible to
manage the characteristics of any object.
Adding an attribute
● Users can easily add attributes, and
methods.
Adding a method
● A given method can be added, modified
and deleted.
Making objects persist (1)
● Containers can be created, as any object.
Making objects persist (2)
● Next, we link the desired object.
Learning object orientation
through a Visual tool
Baltasar García Perez-Schofield
Grupo SI1
CISTI 2008
Universidad de Vigo
http://trevinca.ei.uvigo.es/~jgarcia/TO/zero/
http://webs.uvigo.es/jbgarcia/

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Learning object-oriented programming trough a visual tool at Cisti 2008

  • 1. Learning object orientation through a Visual tool Baltasar García Perez-Schofield Grupo SI1 CISTI 2008 Universidad de Vigo http://trevinca.ei.uvigo.es/~jgarcia/TO/zero/ http://webs.uvigo.es/jbgarcia/
  • 2. Summary ● A vehicle for learning object-oriented programming. ● Pilars for achieving that objective: – Persistent, – Prototype-based, – Interactive, visual programming. ● It has already been used in a number graduate and undergraduate courses.
  • 3. The basics of the system ● All object manipulation is done by means of visual aids. ● Programming is interactive, results are shown as soon as the programmatic counterparts for the visual aids are executed. ● Only code creation cannot be create through visual means, but we do actually want students to program.
  • 4. The container inspector ● A container inspector makes it possible to manage objects inside it. – Create new objects. – Manage existing objects. – Delete objects. – Make objects persistent: ● Orthogonal persistence.
  • 5. The container inspector ● An object inspector makes it possible to manage the characteristics of any object.
  • 6. The object inspector ● An object inspector makes it possible to manage the characteristics of any object.
  • 7. Adding an attribute ● Users can easily add attributes, and methods.
  • 8. Adding a method ● A given method can be added, modified and deleted.
  • 9. Making objects persist (1) ● Containers can be created, as any object.
  • 10. Making objects persist (2) ● Next, we link the desired object.
  • 11. Learning object orientation through a Visual tool Baltasar García Perez-Schofield Grupo SI1 CISTI 2008 Universidad de Vigo http://trevinca.ei.uvigo.es/~jgarcia/TO/zero/ http://webs.uvigo.es/jbgarcia/