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Teaching GUI Design and Event Handling Using Patterns

机译:使用模式教学GUI设计和事件处理

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Graphical User Interface (GUI) has become a common way to build and deploy desk-top software in introductory computer science courses. Students definitely enjoy building GUI programs as opposed to command-line programs. Writing a GUI program requires a paradigm shift from sequential processing to event-driven processing. Building a GUI program involves two main activities - design of user interface and implementing appropriate event handling. There are several approaches (code patterns or styles) to building GUI programs. Introductory computer science textbooks suitable for use in CS1 and CS2 courses tend to describe and use exclusively one approach to building GUI programs. This exclusive use of one approach to teaching GUI design is not effective as it can cause confusion when students move from one course to another and expect to see only the style of GUI program they have learned before. It is important that students are progressively exposed to different styles of GUI design independent of the approach suggested and used in the textbook adopted for the course. This paper presents various approaches to GUI design and event handling using Java Swing framework along with pros and cons of each approach.
机译:图形用户界面(GUI)已成为在介绍计算机科学课程中构建和部署桌面软件的常用方式。学生肯定享受建立GUI计划,而不是指挥线程序。编写GUI程序需要从顺序处理转移到事件驱动的处理。构建GUI计划涉及两个主要活动 - 用户界面设计并实现适当的事件处理。建立GUI计划有几种方法(代码模式或样式)。介绍性计算机科学教科书适用于CS1和CS2课程,倾向于描述和使用一种方法来构建GUI计划。这种独家使用一种方法来教授GUI设计的方法并不有效,因为当学生从一个课程移动到另一个课程时可能导致混淆,并且期望看到他们之前学到的GUI计划的风格。重要的是,学生逐渐暴露于不同风格的GUI设计,独立于课程所采用的教科书中所建议和使用的方法。本文介绍了使用Java Swing框架的GUI设计和事件处理的各种方法以及每个方法的优点和缺点。

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