We specify and implement a GUI application that simulates marine biological systems by making extensive use of object-oriented design patterns.
The key design patterns are model-view-control, observer/observable, visitor, command, factory method and decorator. These design patterns help delineate the roles and responsibilities of the objects in the system, establish loose coupling between objects and arrange for the objects to communicate and cooperate with one another at the highest level of abstraction. The result is an application that exhibits minimal control flow, yet is powerful, robust, flexible and easy to maintain.
Our work entails a non-trivial redesign of the current AP Computer Science Marine Biology Simulation case study and may serve as a case study for an introductory â€œobject-firstâ€ curriculum.