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Arch@on

Best way to plan class design? (OOP)

7 posts in this topic

No I have to ask something real, not only talks about stats and stuff, sorry If I dropped you to ground, but some of us are really doing games(sarcasm). Do you guys know any good ways to plan class trees and their inheritance + interacting between each other. I asked this non-language specific, because I''m doing this in Java. Currently we have done it so that we thought all main classes and then started to create class diagrams. I know that UML is probably tool for this, but is there any other unwritten rules/easy ways to divide classes. We have some categories, depending on GUI and if the class is not doing anything visible. Time comes, time goes and I only am.
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I think that UML, specificly the USE CASE DIAGRAMS are the best way to decide what classes you need and how these classes interact. From this, I can determine inheritences etc...

I think your on the right track with UML

Dave "Dak Lozar" Loeser
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I also agree UML is the way to go for designing games (or other programs) in an OO language. Can anyone recommend a tool that is fairly good and yet free or inexpensive? I tried ArgoUML and while it is free, it is rather limited. Objecteering also has a free tool but I have not had time to try it.
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What does UML stand for?

I thought it was Universal Markup Language.

If it is I can''t find any references to it at the design resources here.

Mike
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No useful references in the resources here for that either.

Anyone got a URL?

Mike
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A good introductory text for UML is:

UML Distilled: Applying the Standard Object Modeling Language
by Martin Fowler and Kendall Scott

ISBN: 0-201-32563-2

RRP: $29.99
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Any search engine such as Metacrawler will bring up lots of sites dedicated to UML...here is a site that has lots of FAQ''s, articles, etc:

http://www.cetus-links.org/oo_uml.html
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