Paying only lip service to the principles of object-oriented programming rarely results in the expected benefits. This paper presents a series of designs for a Sudoku application that will lead introductory students through the allimportant process of trial and error. They will see examples of design analysis, criticism, and improvement. The paper concludes with some general pointers why and how the initial mistakes could have been avoided.

Publication Date



© ACM 2008. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in SIGCSE Bull. 40, 2 (June 2008), 44-47. DOI: https://doi.org/10.1145/1383602.1383632

Note: imported from RIT’s Digital Media Library running on DSpace to RIT Scholar Works in February 2014.

Document Type


Department, Program, or Center

Center for Advancing the Study of CyberInfrastructure


RIT – Main Campus