[Edu-sig] Re: Best approach to teaching OOP and graphics

Dan Crosta dcrosta at sccs.swarthmore.edu
Fri Mar 25 19:11:05 CET 2005

On Fri, 25 Mar 2005, urnerk at qwest.net wrote:
> But here's the thing, the question I think we're asking in this thread:
> how do we make it clear to students that OOP is NOT *just* about graphical
> programming?   You can write highly object oriented code that has no GUI
> whatsoever, is invoked only from the command line with switches, maybe runs
> in the background as a daemon process (like a database) and communicates
> with the outer world only through some ports over TCP/IP.  Is there
> anything less OOP about such code, which has no graphical shell?  No.  OOP,
> as a concept, is conceptually distinguishable from doing GUI or game or
> graphical programming, even though, as a paradigm, it has become probably
> the most popular way of doing all of those things.

Oh -- I think I misunderstood. I took graphics to mean computer graphics,
in the sense of 2D or 3D drawings, modeling, rendering, etc, not GUI
design. I've never worked with a non-OO gui toolkit (though I think GTK
is, if I'm not mistaken). My point about Java/AWT/Swing was not meant to
be about the language -- we just made a big Graphics object, and used its
drawline/drawrect/etc functions inside a big ol' while loop. It was a
pain, we had to maintain a lot of state that would have been better
served by using an OO approach to state maintenance (the two players,
their histories, etc) rather than lots of arrays, variables, etc.


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