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Story-driven modeling<ref name=SDMBook>{{cite book|last=Norbisrath Zündorf Jubeh|first=Ulrich Albert Ruben|title=Story Driven Modeling|year=2013|publisher=Amazon Createspace|isbn=9781483949253|pages=333|url=http://www.amazon.de/Story-Driven-Modeling-Ulrich-Norbisrath/dp/1483949257}}</ref><ref name=ZSW99>{{cite journal|last=Zündorf|first=Albert|coauthors=A. Schürr, A. J. Winter|title=Story Driven Modeling|journal=University of Paderborn|year=1999|volume=Technical Report|issue=tr-ri-99-211}}</ref>
Class diagrams describe the static structure of a program, i.e. the building blocks of a program and how they relate to each other.
Class diagrams also model data structures, but with an emphasis on rather abstract concepts like types and type features.
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#*Step 2: Putri brings salad for 9$. Peter adds this item, too. The app shows that by now the average share is 7$ and that Peng still have to bring these 7$ while Peter gets 5$ out and Putri gets 2$ out: <br/>[[File:WikipediaGoDutchMockup.png|WikipediaGoDutchMockup]][[File:WikepediaObjectDiagramGoDutchBarbeque.png|Object diagram modeling a go-Dutch barbecue]]
#*Step 3: ...
# '''Class diagram derivation''': Now it is fairly straight forward to derive a [[class diagram]] from the object diagrams used in the storyboards.
# '''Algorithm design''': So far you have modeled and implemented that object structures that are deployed in your application. Now you need to add behavior, i.e. algorithms and method bodies. Programming the behavior of an application is a demanding task. To facilitate it, you should first outline the behavior in [[pseudocode]] notation. You might do this, e.g. with an object game. For example, to update the saldo attributes of all persons you look at our object structure and from the point of view of the GroupAccount object you do the following:
#: Update the saldo of all persons:
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