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大話設(shè)計(jì)模式ppt

這是大話設(shè)計(jì)模式ppt,包括了引言,來(lái)源:建筑學(xué),從建筑學(xué)到軟件設(shè)計(jì),設(shè)計(jì)模式的目的,為什么設(shè)計(jì)模式?什么是設(shè)計(jì)模式?有哪些設(shè)計(jì)模式?實(shí)例,模式的應(yīng)用前景等內(nèi)容,歡迎點(diǎn)擊下載。

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軟件工程新技術(shù) 設(shè)計(jì)模式 寧夏醫(yī)科大學(xué) 理學(xué)院 楊德仁 大綱 引言 來(lái)源:建筑學(xué) 從建筑學(xué)到軟件設(shè)計(jì) 設(shè)計(jì)模式的目的 為什么設(shè)計(jì)模式? 什么是設(shè)計(jì)模式? 有哪些設(shè)計(jì)模式? 實(shí)例 模式的應(yīng)用前景 The OO Design Pyramid 引言 面向?qū)ο?通過(guò)抽象、封裝、繼承和多態(tài)降低程序的耦合度 但如何使得這類程序更加靈活、具有自適應(yīng)性、易于復(fù)用? 設(shè)計(jì)模式 Mainly used in Object Oriented programming Designers reuse solutions, preferably the good ones Experience is what makes one an ‘expert’ Problems are addressed without rediscovering solutions from scratch. “My wheel is rounder also” 引言 好形對(duì)圍棋非常重要, 形是棋子在棋盤上的幾何形狀的抽象化, 形是一種模式, 模式化過(guò)程旨在把問(wèn)題抽象化。 引言 Becoming a Software Design Master First learn the rules – e.g., the algorithms, data structures and languages of software Then learn the principles – e.g., structured programming, modular programming, object oriented programming, generic programming, etc. Software engineering, such as software design and implementing. However, to truly master software design, one must study the designs of other masters These designs contain patterns must be understood, memorized, and applied repeatedly There are hundreds of these patterns 來(lái)源:建筑學(xué) 設(shè)計(jì)模式產(chǎn)生于建筑學(xué)和人類學(xué) Christopher Alexander:質(zhì)量可以客觀評(píng)價(jià)嗎? Alexander, C., Ishikawa, S., Silverstein, M., The Timeless Way of Building, New York: Oxford University Press,1979. 模式的定義:在某一個(gè)情景(Context)下問(wèn)題(Problem)的解決方案(Solution)。 通過(guò)可以使用無(wú)數(shù)次的解決方案、而不必重復(fù)的工作方式,模式描述在環(huán)境中重復(fù)出現(xiàn)的問(wèn)題及其解決方案。 模式 Alexander發(fā)現(xiàn)優(yōu)質(zhì)設(shè)計(jì)的相似之處,并把這些相似之處稱為模式。 模式是不斷重重復(fù)發(fā)生,而有其重復(fù)性。 重復(fù)的不是問(wèn)題本身,而是問(wèn)題本質(zhì), 把不同問(wèn)題以相同的模式來(lái)處理,勢(shì)必要提取其本質(zhì),也是一種抽象。 研究模式必須重視問(wèn)題本質(zhì)而非問(wèn)題表象。同樣問(wèn)題的背景、環(huán)境及解決之道在抽象層次上也是一致的。 來(lái)源 Alexander 指出,模式的說(shuō)明應(yīng)該包括: 模式名稱(Pattern Name):助記名、詞匯(描述模式的問(wèn)題、解決方案和效果)。便于交流和思考,找到恰當(dāng)?shù)哪J矫Q也是設(shè)計(jì)模式編目的難點(diǎn)之一。 問(wèn)題(Problem):描述何時(shí)使用模式。 解決方案(Solution):描述設(shè)計(jì)的組成成分,相互關(guān)系及各自職責(zé)和寫作方式(抽象級(jí)別上的,針對(duì)一般設(shè)計(jì)問(wèn)題)。 效果(Consequences):描述模式應(yīng)用的效果及使用模式應(yīng)權(quán)衡的問(wèn)題(時(shí)空、靈活性、擴(kuò)充性、可移植性) 。 來(lái)源 復(fù)用解決方案:通過(guò)復(fù)用已經(jīng)建立的設(shè)計(jì),為問(wèn)題找到更高的起點(diǎn)并避免繞彎路。受益于學(xué)習(xí)別人的經(jīng)驗(yàn)。不必再為普通、重復(fù)性問(wèn)題重新設(shè)計(jì)解決方案。 建立通用的術(shù)語(yǔ):交流與協(xié)作都需要共同的詞匯、對(duì)問(wèn)題的共同觀點(diǎn)。設(shè)計(jì)模式在項(xiàng)目的分析和設(shè)計(jì)階段提供了一個(gè)通用參考點(diǎn)。 更高的分析和設(shè)計(jì)的視角:在問(wèn)題上、在設(shè)計(jì)和面向?qū)ο蟮倪^(guò)程中, 模式具有更高層次的視角。這種視角將設(shè)計(jì)者從“過(guò)早處理細(xì)節(jié)”(與抽象和建模相反) 中解放出來(lái)。 從建筑學(xué)轉(zhuǎn)移到軟件設(shè)計(jì)模式 Developing software is hard Developing reusable software is even harder Question 軟件中是否有反復(fù)出現(xiàn)、可以用某種相同方式解決的問(wèn)題? 是否可首先識(shí)別出模式,然后在模式的基礎(chǔ)上創(chuàng)建特定的解決方案”,即按模式來(lái)設(shè)計(jì)軟件? GOF:四人團(tuán)、四人幫。Gamma、Helm、Johnson、Vlissides 《Design Patterns: Elements of Reusable Object-Oriented Software》, Addison-Wesley. 設(shè)計(jì)模式:可復(fù)用面向?qū)ο筌浖幕A(chǔ),機(jī)械工業(yè)出版社, 2000 年。 將設(shè)計(jì)模式的思想應(yīng)用于軟件設(shè)計(jì)。 描述收錄和描述設(shè)計(jì)模式的一個(gè)結(jié)構(gòu)。 收錄了23 個(gè)模式。 在這些模式的基礎(chǔ)上提出了面向?qū)ο蟛呗约胺椒ǖ脑瓌t。 方案:模式與框架 Proven solutions include patterns and frameworks Recommended Reading Recommended Reading Recommended Reading and Lecture Sources “Design Patterns: Elements of Reusable Object-Oriented Software” by Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides “Refactoring to Patterns” by Joshua Kerievsky – http://www.industriallogic.com “Head First Design Patterns” by Eric Freeman & Elisabeth Freeman with Kathy Sierra & Bert Bates “Object-Oriented Design Heuristics” by Arthur J.Riel 大話設(shè)計(jì)模式 如同水煮三國(guó)、明朝那些事 什么是設(shè)計(jì)模式? The recurring aspects of designs are called design patterns. A pattern is the outline of a reusable solution to a general problem encountered in a particular context Many of them have been systematically documented for all software developers to use, and a good pattern should: Be as general as possible Contain a solution that has been proven to effectively solve the problem in the indicated context. Studying patterns is an effective way to learn from the experience of others 什么是設(shè)計(jì)模式? What are Design Patterns? Recurring solutions to design problems you see over and over. A set of rules describing how to accomplish certain tasks in the realm of software development. Focus on reuse of recurring architectural design themes Address a recurring design problem that arises in a specific context and presents a solution to it Design patterns represent solutions to problems that arise when developing software within a particular context – i.e., “Patterns == problem/solution pairs in a context” Patterns capture the static and dynamic structure and collaboration among key participants in software designs – They are particularly useful for articulating how and why to resolve non-functional forces Patterns facilitate reuse of successful software architectures and designs 什么是設(shè)計(jì)模式? Patterns facilitate reuse of successful software architectures and design Not code reuse Instead, solution/strategy reuse Sometimes, interface reuse Best practices “Patterns are discovered, not invented” Richard Helm Most design patterns focus on OO Assume inheritance, polymorphism, encapsulation, etc. In procedural languages, might add OO features as “patterns” 什么是設(shè)計(jì)模式? A pattern is a proven solution to a problem in a context. Christopher Alexander says each pattern is a three-part rule which expresses a relation between a certain context, a problem, and a solution. Design patterns represent a solutions to problems that arise when developing software within a particular context. i.e Patterns =DV5紅軟基地

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