C++: Do you flowchart?

aCynic2

Senior member
Apr 28, 2007
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I'm curious, for those of you who are C++ programmers. Do you flowchart class hierarchy and if you do, what tools do you use for mapping/planning out the development?

I have an older copy of Visio, before MS bought them, but I can't find the serial number, so I need a new tool.
 

aCynic2

Senior member
Apr 28, 2007
710
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Both of you...

You must do some form of design/project planning, do you not? Say, for my case, I have a starship...

It's a configuration of engines, hull, reactors, weapons, shields, crew, etc.

Now, weapons came in a two of flavors:

beam
projectile

Beam can be broken down into:

Laser
Particle Beam

Projectile:
Simple Mass or exploding shell
Rocket
Missile
.
.
.


So you see how the complexity is starting to draw itself out and we haven't even touched on stars, planets, moons, particle fields for nebulae, etc.
 

mundane

Diamond Member
Jun 7, 2002
5,603
8
81
I try to do some quick UML class diagrams, although those are as often planning as documentation after the code is down. In more complex systems, statechart diagrams help me quite a bit - they also translate well for non-technical people, so we can agree on order of operations and behaviors.

ArgoUML is a good open source UML tool.

Edit: In response to your post, a UML class diagram should help you organize the data members.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
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www.markbetz.net
For stuff that I am working on solo, like my own game project, I have the design in my head. It evolves there, and that's where I keep it. In situations where I need to work with others (read: earning a living) I do extensive modelling and design to get everyone on the same page. This begins with use case analysis and then proceeds to screen wireframes, class design, E/R if there is a DB involved, and potentially message flow and state transition diagramming.
 

sao123

Lifer
May 27, 2002
12,650
203
106
Originally posted by: aCynic2

Both of you...

You must do some form of design/project planning, do you not? Say, for my case, I have a starship...

It's a configuration of engines, hull, reactors, weapons, shields, crew, etc.

Now, weapons came in a two of flavors:

beam
projectile

Beam can be broken down into:

Laser
Particle Beam

Projectile:
Simple Mass or exploding shell
Rocket
Missile
.
.
.


So you see how the complexity is starting to draw itself out and we haven't even touched on stars, planets, moons, particle fields for nebulae, etc.


You're trying to program StarFleet Battles or Federation Commander??
 

aCynic2

Senior member
Apr 28, 2007
710
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Originally posted by: sao123


You're trying to program StarFleet Battles or Federation Commander??

Pretty much, but I'm really not familiar with those games. I have my own concept in mind. I don't intend to make the physics of Star Trek/Star Wars (if you consider them, they model space flight the same).
 

sao123

Lifer
May 27, 2002
12,650
203
106
Originally posted by: aCynic2
Originally posted by: sao123


You're trying to program StarFleet Battles or Federation Commander??

Pretty much, but I'm really not familiar with those games. I have my own concept in mind. I don't intend to make the physics of Star Trek/Star Wars (if you consider them, they model space flight the same).

Modeling a hex based momvement system prersented me with somewhat of a large challenge, but I wouldnt mind providing some assistance. Since I've tried this like 3 times in the past.

http://www.sao123.atothosting....mages/FedCmdrIntro.zip

http://www.sao123.atothosting.com/images/SFBCadet.zip

Check out these documents (adobe PDF) they provided me with a good starting point.
 

tfinch2

Lifer
Feb 3, 2004
22,114
1
0
At my old job, we did extensive documentation which involved use case flow charts and class diagrams among other things. They proved useless most of the time on the development side, but provided a clear picture of everything for the business.
 

aCynic2

Senior member
Apr 28, 2007
710
0
0
Originally posted by: sao123
Modeling a hex based momvement system prersented me with somewhat of a large challenge, but I wouldnt mind providing some assistance. Since I've tried this like 3 times in the past.

http://www.sao123.atothosting....mages/FedCmdrIntro.zip

http://www.sao123.atothosting.com/images/SFBCadet.zip

Check out these documents (adobe PDF) they provided me with a good starting point.

Actually, it's going to be a real-time simulation in which the player is in the pilot/captain's seat.

However, I do appreciate those files, because I have other ideas too.

I remember making a hex board on an Atari 400 back in the 80s. Unfortunately, I was in basic so it didn't perform well, but I had it showed perfectly. Keeping in mind that 360deg/6sides = 60deg/side.

With this, plotting movement would be made easier, visually.
 

Templeton

Senior member
Oct 9, 1999
467
0
0
I'm of the opinion that it's useless to create any type of documentation unless it's embedded in the source itself. (And even that's of limited value) It may seem like a fine idea when you're first starting a new project, but it'll be worthless when needed the most a couple years down the line after a few maintenance coders have had their way with the initial design. I comment relative public interfaces and run doxygen over the source to produce pretty class diagrams. I'll embed dot diagrams in doxygen comments to create state diagrams from time to time as well. You stand no chance of external diagrams being updated to reflect current realities, you still don't really stand a chance with comments in the source, but it's slightly better.
 

hans007

Lifer
Feb 1, 2000
20,212
17
81
i generally dont, since well i dont have the time.

i guess you flow chart in your head, maybe on a white board ...

i know there are tools that will actually make a flowchart after analyzing your code just off the headers and names and such but i havent really cared enough to use them (well my company doesnt seem to care as long as things "work" at this point so i havent had a reason to care)
 
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