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Veröffentlicht von:Gerd Stolz Geändert vor über 10 Jahren
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 1 6. Story Driven Modeling Gliederung: 1. Einführung 2. Objektdiagramme zur Analyse von Beispielen 3. Klassendiagramme in Java implementieren 4. Methodenentwurf 5. Test-First Prinzip 6. Story Driven Modeling 7. Zusammenfassung
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 2 Zählschleifen: r2 :Room costs = 2 r5 :Room costs = 10 r11 :Room costs = 9 r8 :Room costs = 8 r12 costs = 7 r13 :Room costs = 6 p2 :Person name = "Prinz" geld = 99 d3 :Door i1 :Item d11 :Door d10 :Door d9 :Door d7 :Door in i2 :Item i5 :Item i6 :Item i3 :Item i4 :Item in
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 3 Zählschleifen: r2 :Room costs = 2 r5 :Room costs = 10 r11 :Room costs = 9 r8 :Room costs = 8 r12 costs = 7 r13 :Room costs = 6 p2 :Person name = "Prinz" geld = 99 d3 :Door i1 :Item d11 :Door d10 :Door d9 :Door d7 :Door in i2 :Item i5 :Item i6 :Item i3 :Item i4 :Item in
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 4 Zählschleifen: r2 :Room costs = 2 r5 :Room costs = 10 r11 :Room costs = 9 r8 :Room costs = 8 r12 costs = 7 r13 :Room costs = 6 p2 :Person name = "Prinz" geld = 99 d3 :Door i1 :Item d11 :Door d10 :Door d9 :Door d7 :Door in i2 :Item i5 :Item i6 :Item i3 :Item i4 :Item in
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 5 Alle Matches: r2 :Room costs = 2 r5 :Room costs = 10 r11 :Room costs = 9 r8 :Room costs = 8 r12 costs = 7 r13 :Room costs = 6 p2 :Person name = "Prinz" geld = 99 d3 :Door i1 :Item d11 :Door d10 :Door d9 :Door d7 :Door in i2 :Item i5 :Item i6 :Item i3 :Item i4 :Item in
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 6 Negative Kanten: r2 :Room costs = 2 r5 :Room costs = 10 r11 :Room costs = 9 r8 :Room costs = 8 r12 costs = 7 r13 :Room costs = 6 p2 :Person name = "Prinz" geld = 99 d3 :Door i1 :Item d11 :Door d10 :Door d9 :Door d7 :Door in i2 :Item i5 :Item i6 :Item i3 :Item i4 :Item in
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 7 Negative Knoten: r2 :Room costs = 2 r5 :Room costs = 10 r11 :Room costs = 9 r8 :Room costs = 8 r12 costs = 7 r13 :Room costs = 6 p2 :Person name = "Prinz" geld = 99 d3 :Door i1 :Item d11 :Door d10 :Door d9 :Door d7 :Door in i2 :Item i5 :Item i6 :Item i3 :Item i4 :Item in
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 8 2. The running example: Ludo
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 9 6b Derivation of the Implementation (cont.) this pos myPlayer theDie 2 at next Main Memory ObjectsRule Diagram / Program
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 10 6b Derivation of the Implementation (cont.2) 2 1 at this posnext myPlayer theDie at Main Memory ObjectsRule Diagram / Program
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 11 6b Derivation of the Implementation (cont.3) 1 0 this posnext myPlayer theDie at Main Memory ObjectsRule Diagram / Program
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 12 6b Derivation of the Implementation (cont.4) 0 this pos at Main Memory ObjectsRule Diagram / Program
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 13 6b Derivation of the Implementation (cont.5) 0 pos at this otherCounter otherPlayermyPlayer Main Memory ObjectsRule Diagram / Program
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 14 6b Derivation of the Implementation (cont.7) this looser lostCounter noPos lhome at
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 15
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Programmiermethodik SS2007 © 2007 Albert Zündorf, University of Kassel 16 The FAMous Fujaba Abstract Machine (Teil 1) Der Befehlssatz: m in den Objekten werden Kommandos / Nachrichten von vergesslichen Object Guys abgearbeitet m Object Guys schlafen normaler weise m beim Aufwachen wird die Umgebung vom Nebel des Vergessens verschleiert m Object Guys sehen nicht was die anderen tun m Jeder Object Guy hat eigenen Namensraums m Object Guy hat Handlungsanweisungen für jedes mögliche Komando m Immer ein Object Guy pro Nachricht Object Guy kann: m Kanten lesen und lokale Namen für Nachbarn vergeben m Attribute lesen und prüfen m temporäre Werte notieren m Berechnungen durchführen m Nachrichten verschicken (wartet (untätig) auf Antwort) m Antworten zurückschicken (und wieder einschlafen) m Attribute schreiben m Kanten löschen / erzeugen m Objekte löschen / erzeugen
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