Chapter 1. Getting Started with UML State Machines and Event-Driven Programming
It is common sense to take a method and try it. If it fails, admit it frankly and try another. But above all, try something.
—Franklin D. Roosevelt
This chapter presents an example project implemented entirely with UML state machines and the event-driven paradigm. The example application is an interactive “Fly ‘n’ Shoot”-type game, which I decided to include early in the book so that you can start playing (literally) with the code as soon as possible. My aim in this chapter is to show the essential elements of the method in a real, nontrivial program, but without getting bogged down in details, rules, and exceptions. At this point, I am not trying to be complete or even ...