Quick Start
For this section we'll be creating a simple model of 3 animal classes.
We'll create a base Animal class, and then create Dog and Cat
subclasses. We won't go into depth on what you can do, but rather
just provide a simple example.
Open up your copy of the KlassModeler and you will see just a plain
white screen. This is the canvas which you will fill with your
model. You will notice a zoom drop down in the lower left, as well as
the usual menu bar across the top. Most of the command you'll want to
use are actually in the context menu, which you can access with your
right mouse button.

Go ahead and right click on the model and select "Create Class." This
will create a new class.

Double click on the title bar of that new class and you will see the
class view dialog.

Now we're gonna want to fill out some fields to turn this into our
parent class. In the "Class Name:" field go ahead and fill in Animal.
Also fill in some documentation. From here we're going to want to
create a constructor and destructor. In the class tree on the left,
right click on "public:" and select "Create Method." Do this twice
and you will see two new methods in the tree. Select the first one
and the notebook on the right will change to show you info about that
method.

This is going to be our constructor, so under the "Method Name:" field
fill in Animal. Since constructors don't have a return type, empty
out the "Method Type:" field. Finally fill in some documentation for
your new constructor. Next select the second "void NewMethod()" that
you created and turn this into the destructor.

Let's create a variable that counts the
number of legs our animal will have. Right click on "private:" and
select "Create Variable." Select this new variable and fill in the
fields to customize it. And of course we'll want a pair of accessors
for this variable. Create a new public and protected method. Your
model should look like this:

I'm a bit picky about the order of my methods, and I don't like that
our new method is now on top of our constructor and destructor. So go
ahead and left click on that new method and drag it to our
destructor. You can drag and drop any methods or variables to change
their order within the class, or move them between classes. If you
hold down the ctrl key while you drag you can copy them between
classes. For now select your newly moved public method and turn it
into a GetLegCount accessor. Notice that I ticked the "const" box to
make this a const function.

Since this kind of accessor is easy to place in the header, go ahead
and select the "Code" tab and fill in the body of the method. When
the KlassModeler generates this header file it will fill in exactly
what you write in the Code section immediately following the
function.

Now we want to make a SetLegCount function. Highlight the new
protected method and fill in the fields. For this function we'll need
to take one argument. To add an argument you right click on the
method and select "Add Arg." You should see a new argument appear in
the tree. Go ahead and select this and fill in the information in the
notebook:

Okay, our class is all done. One last thing we'll want to do is fill
in the name of the header and HTML files for this class. Select the class name
at the top of the tree. The notebook will now show the class
information. Click on the "Misc" tab and you will see an entry box
for the files. Go ahead and fill these in.

We're all done with this class. Press the Ok button and you'll be
back to the model view.

The next thing we want to do is create a subclass named Dog, and have
it inherit from our Animal class. So right click and select "Create
Class."

To create the inheritence you right click on the title bar of the
child class, in this case the Dog, and select "Inherit From." Next
click on the parent class, Animal, and a line will appear.

You can now feel free to open up the class dialog for the child class
and create all of the members and variables like we did with the
Animal class. For this tutorial I ended up creating this simple
model:

You can find this model in the Docs directory under the name
quickstart.kml. The rest of this document will take a deeper look
into the parts of the model that we either glanced over or skipped
entirely.