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.


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