Archive for April, 2006
Cohesion tells us how narrowly defined an object is. An object with high cohesion is defined for one purpose and it only performs that purpose. An object with low cohesion tends to try to do a lot of different things. Cohesion also tells us if too many objects are attempting to do the same thing. […]
April 29th, 2006
…that it will help you be successful at the #1 job in America
If you read my About page, you will see that when I choose Computer Science as a major I did so because I enjoyed it — NOT because I thought it would be a good career move. In fact, I was […]
April 29th, 2006
Back in my days of playing Star Wars Galaxies, I was Ichiir, the wookie — renegade mayor of Tusken’s Bane. We had organized quite a community of players in those days and through that organization we were able to do some unique and innovative events. One of those events was called “The Hunt for Neutron-7″ […]
April 28th, 2006
As I mentioned in the last article, coupling describes how dependant one object is on another object (that it uses).
Course Outline:
OOAD 101 Lesson 1: What is an object and what is object-oriented?
OOAD 101 Lesson 2: Coupling and cohesion trump reuse and inheritance
OOAD 101 Lesson 3: Understanding Coupling
OOAD 101 Lesson 4: Understanding cohesion
To look at […]
April 26th, 2006
For the past 5 years there has been a consistent flow of posts forecasting the imminent death of the tabletop RPG market. And it is true that year over year, there has been a notable downward trend. 2004 was especially brutal, and the report on 2005 that came out in March, though not as bad […]
April 25th, 2006
…just run away — don’t do it! Alright, so you still want to, well I might as well share what I know….
So I learned a lot when I attempted to purchase Cyberpunk CCG. One of the things is what a pain the @#$ it is to figure out how to layout the printing forms. […]
April 24th, 2006
Ok, so this is a bit out of order, but this was the original brainstorm thread. I continued it with the thread in the earlier article. In this thread, we hadn’t come up with the name “Night City Rules” — we were still calling it the meta-game.
Sonjaya:
So, what is the meta-game? Before I can […]
April 24th, 2006
If you only take away one thing from this series, take this:
DO NOT design for reuse. Design for loose coupling, high cohesion. Do that and reuse will happen on its own.
I have seen many projects go stray because the developers were too focused on designing reusable objects. They ended up creating overly complicated class […]
April 23rd, 2006
In the early portion of 2005, I attempted to purchase Cyberpunk CCG. We were going to integrate online and offline play via a system we were calling Night City Rules. I have included the brainstorming discussion thread here. Its a long one:
Night City Rules (Day in the life of Herbert):
Sonjaya:
Herbert just came […]
April 22nd, 2006
Course Outline:
OOAD 101 Lesson 1: What is an object and what is object-oriented?
OOAD 101 Lesson 2: Coupling and cohesion trump reuse and inheritance
OOAD 101 Lesson 3: Understanding Coupling
OOAD 101 Lesson 4: Understanding cohesion
Required Reading : Design Patterns: Elements of Reusable Object-Oriented Software. This is often referred to as the Gang of Four book as it […]
April 21st, 2006
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