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Head First Object-Oriented Analysis and Design by Gary Pollice, David West, Brett McLaughlin

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Chapter 7. Architecture: Bringing Order to Chaos

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You have to start somewhere, but you better pick the right somewhere! You know how to break your application up into lots of small problems, but all that means is that you have LOTS of small problems. In this chapter, we’re going to help you figure out where to start, and make sure that you don’t waste any time working on the wrong things. It’s time to take all those little pieces laying around your workspace, and figure out how to turn them into a well-ordered, well-designed application. Along the way, you’ll learn about the all-important 3 Qs of architecture, and how Risk is a lot more than just a cool war game from the ‘80s.

Feeling a little overwhelmed?

So you’ve got lots of small pieces of functionality that you know how to take care of... but you’ve also got use case diagrams, feature lists, and a whole lot of other things to think about.

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Gary’s Game System Framework Feature List

  1. The framework supports different types of terrain.

  2. The framework supports different time periods, including fictional periods like sci-fi and fantasy.

  3. The framework supports multiple types of troops or units that are game-specific.

  4. The framework supports add-on modules for additional campaigns or battle scenarios.

  5. The framework provides a board made up of square ...

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