Archive for April, 2006

OOAD 101 Lesson 4: Understanding cohesion

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. […]

1 comment April 29th, 2006

And the #1 reason for frequenting this blog is….

…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 actually […]

3 comments April 29th, 2006

The Hunt for Neutron-7

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” […]

7 comments April 28th, 2006

OOAD 101 Lesson 3: Understanding Coupling

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: […]

4 comments April 26th, 2006

A new business model for tabletop role playing

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 […]

5 comments April 25th, 2006

If you were ever interested in printing a collectible card game…

…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. […]

2 comments April 24th, 2006

The Night City Rules game concept thread (first one)…

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 […]

Add comment April 24th, 2006

OOAD 101 Lesson 2: Coupling and cohesion trump reuse and inheritance

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 […]

5 comments April 23rd, 2006

The NightCity Rules game concept thread…

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 […]

4 comments April 22nd, 2006

OOAD 101 Lesson 1: What is an object and what is object-oriented?

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 […]

3 comments April 21st, 2006

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