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Co-web: Assignment 1 Introduction to Squeak and other Advice
Team "Clubbing Baby Seals" had a very well done introduction to the Squeak environment as well as a tips and advice section that is certainly worth looking over. The step-by-step walk-through of the basic tools and resources, like the system browser, method finder and workspace would ease anyone unfamiliar to the very different environment that Squeak presents. The tips on teamwork, change sets, and design are also useful. On taking this class once last fall, most of these pitfalls I had come across myself. Their advice on validating team-mate's change sets before final turn-in is a must and of course starting early can save you so much stress. Along with their advice, validating your team's combined change set on a clean image can save you from possible errors. I feel that this introduction case statement is a must read for anybody new to this course. I wish I would have followed some of their advice last fall. Debugging GUI's
The same team also did a useful introduction to debugging in Squeak. It had images accompanying the progressive description of how they found an error in their GUI code using the debugger. Gui errors can be difficult to track down, but following their concise walk-through could help you find these pesky issues. CRC cards and Scenarios by OMG-UNITZ!!1
Team "OMG-UNITZ!!1" scanned images of CRC cards they turned in for their first Milestone. The cards include TA comments and present good examples of what to do and what not to do when creating CRC cards. They follow up with tips on how to better abstract and separate responsibilities in a more object-oriented manner, so complex projects can be made simpler. The scenarios section also provides good tips and advice for creating scenarios and other organizational suggestions that can be carried over to other areas of the project. Some of the suggestions I thought were useful included: practicing CRC card and scenario creation, updating CRC cards and scenarios often, more than one person participating in the CRC and scenario creation, and double-checking with a TA before turn-in. Better design, planning as a group, and outside input can help you improve your code and be more productive. I used to think UML and CRC cards were a waste of time, but I can see why now they are so useful especially when projects become more complex and teams have difficulty communicating. Morphic Model-View Controller Paradigm
Team "Team extends Good implements skill" had a nice document of how they used the Model-View Controller paradigm to efficiently separate out the various components of Pong to keep the code simple and changeable. Using what was already built into Morphic and Model classes, they kept the code's responsibilities separate so the code that manipulated the game data would not rely on the code that displayed the game data to the screen or vice-versa. It seemed very easy to read when coded in this manner and is a good example of OO-design.

Co-web Assignment 1: by Jason McGarr

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