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4.1 面向对象的基本概念 4.2 ODL的基本结构 4.3 子类和约束 4.4 本章小结
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9.1数据库概述 9.2关系型数据库 9.3面向对象数据库
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6.1软件工程与软件过程 6.2传统方法学 6.3面向对象方法学 6.4软件项目管理
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一、我们来编一个《幸运7游戏机》程序,也可以叫做一个游戏软件,亲身感受一下面向对象编程是怎么回事。 二、下面具体演示编程步骤:
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Project management encompasses all the activities needed to plan and execute a project: Deciding what needs to be done Estimating costs Ensuring there are suitable people to undertake the project
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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 developersto use
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Software engineers should avoid re-developing software already developed Types of reuse: Reuse of expertise Reuse of standard designs and algorithms
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Procedural paradigm: Software is organized around the notion of procedures Procedural abstraction —Works as long as the data is simple Adding data abstractions —Groups together the pieces of data that describe some entity
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Software is intangible Hard to understand development effort Software is easy to reproduce Cost is in its development —in other engineering products, manufacturing is the costly stage
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7.1 User Centred Design Software development should focus on the needs of users Understand your users Design software based on an understanding of the users’tasks Ensure users are involved in decision making processes
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