Reputation: 143
So I have to make a class diagram for a Unity game I made as part of a project.
Trouble is I have to make a class for every script, of which there are 60.
The guidelines given to me simply states: Create a class diagram of your game.
So should I be splitting this up into several different class diagrams or literally just one inevitably disgusting 60 class diagram?
Upvotes: 3
Views: 2806
Reputation: 6529
Your guidelines already told you what to do for this project: "Create a class diagram of your game." If this is a class project, create a single horse blanket, make your professor happy, and get a good grade.
However, on a real-world project, you should create many micro-subject-area diagrams for your audience. Review with each person only the diagrams that matter to them. That's how you (and your victims) can survive very large projects.
To create micro-subject-area diagrams, create a set of diagrams, each containing 7 ± 3 classes. Every class has only one fully-defining diagram showing all of its compartments and associations. Everywhere else, the class should appear only with its class name (to help define other classes) and a hyperlink. The hyperlink makes it work like an edge connector that takes you to its fully-defining diagram. (If you use MagicDraw, there is a free plug-in available, called AutoStyler, that automates this.)
Upvotes: 4
Reputation: 36313
tl;dr
Upvotes: 1
Reputation: 20730
It is legitimate to split up class diagrams, as class diagrams are meant to clarify things, which a gigantic mega class diagram arguably does not do. As such, class diagrams should usually concentrate on a few specific aspects that you want to show:
Now, when there is any expectation of completeness rather than a mere overview, it needs to be clear what parts of the diagram are complete and which ones are abbreviated. Again, this is possible in various ways:
Two remarks on your specific question:
Upvotes: 3