Class event table
After the system definition is written, classes and events will be chosen. This includes finding nouns / verbs in the system definition.
Events are sharply limited events, with a clearly defined before and after: a ship sinks, a die is thrown and so on.
The tables have classes horizontally and events vertically, and some sort of mark, every time an event and a class have a connection. Examples:
A player throws a die - therefore the event "throw die" have something to do with the classes "player" and "die".
A player is created - "create player" has something to do with the class "player".
Events often develop into methods later.
Concept last updated: 10/06 2004.
Relations
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Other sources
- Objektorienteret analyse & design; 3.udgave; Lars Mathiassen, A.M., P.A.N., J.S. (obl. for spil) - kapitel 3
- OOAD slides - 3 klasser