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【计算机专业文献翻译】题库管理系统

【计算机专业文献翻译】题库管理系统
【计算机专业文献翻译】题库管理系统

附录一英文材料

While you’re going through the development process, the most important issue is this: Don’t get lost. It’s easy to do. Most of the analysis and design methods are intended to solve the largest of problems. Remember that most projects don’t fit in to that category, so you can usually have successful analysis and design with a relatively small subset of what a method recommends. But some sort of process, no matter how limited, will generally get you on your way in a much better fashion than simply beginning to code.

It’s also easy to get stuck, to fall into “analysis paralysis,” where you feel like you can’t move forward because you haven’t nailed down every little detail at the current stage. Remember, no matter how much analysis you do, there are so me things about a system that won’t reveal themselves until design time, and more things that won’t reveal themselves until you’re coding, or not even until a program is up and running. Because of this, it’s crucial to move fairly quickly through analysis and design, and to implement a test of the proposed system.

This point is worth emphasizing. Because of the history we’ve had with procedural languages, it is commendable that a team will want to proceed carefully and understand every minute detail before moving design and implementation. Certainly, when creating a DBMS, it pays to understand a customer’s needs thoroughly. But a DBMS is in a class of problems that is very well-posed and well-understood; in many such programs, the database structure is the problem to be tackled. The class of programming problem discussed in this chapter is of the “wild-card” (my term) variety, in which the solution isn’t simply re-forming a well-known solution, but instead involves one or more “wild-card factors”-elements for which there is no well-understood previous solution, and for which research is necessary. Attempting to thoroughly analyze a wildcard problem before moving into design and

implementation results in analysis paralysis because you don’t have enough inform ation to solve this kind of problem during the analysis phase. Solving such a problem requires iteration through the whole cycle, and that requires risk-taking behavior (which makes sense, because you’re trying to do something new and the potential rewards are higher). It may seem like the risk is compounded by “rushing” into a preliminary implementation, but it can instead reduce the risk in a wild-card project because you’re finding out early whether a particular approach to the problem is viable. Product development is risk management.

It’s often proposed that you “build one to throw away.” With OOP, you may still throw part of it away, but because code is encapsulated into classes, during the first iteration you will inevitably produce some useful class designs and develop some worthwhile ideas about the system design that do not need to be thrown away. Thus, the first rapid pass at a problem not only produces critical information for the next analysis, design, and implementation iteration, it also creates a code foundation for that iteration.

That said, if you’re looking at a methodology that contains tremendous detail and suggests many steps and documents, it’s still difficult to know when to stop. Keep in mind what you’re trying to discover: What are the objects? (How do you partition your project into its component parts?)

What are their interfaces? (What messages do you need to be able to send to each object?)

If you come up with nothing more than the objects and their interfaces, then you can write a program. For various reasons you might need more descriptions and documents than this, but you can’t get away with any less.

The process can be undertaken in five phases, and a phase 0 that is just the initial commitment to using some kind of structure.

Phase 0: Make a plan

You must first decide what steps you’re going to have in your process. It sounds simple (in fact, all of this sounds simple) and yet people often don’t make this decision before they start coding. If your plan is “let’s jump in and start coding,” fine. (Sometimes that’s appropriat e when you have well-understood

problem.) At least agree that this is the plan.

You might also decide at this phase that some additional process structure is necessary, but not the whole nine yards. Understandab ly enough, some programmers like to work in “vacation mode” in which no structure is imposed on the process of developing their word; “It will be done when it’s done.” This can be appealing for awhile, but I’ve found that having a few milestones along the way helps to focus and galvanize your efforts around those milestones instead of being stuck with the single goal of “finish the project.” In addition, it divides the project into more bite-sized pieces and makes it seem less threatening (plus the milestones offer more opportunities for celebration).

When I began to study story structure (so that I will someday write a novel) I was initially resistant to the idea of structure, feeling that when I wrote I simply let it flow onto the page. But I later realized that when I write about computers the structure is clear enough so that I don’t think much about it. But I still structure my work, albeit only semi-consciously in my head. So even if you think that your plan is to just start coding, you still somehow go through the subsequent phases while asking and answering certain questions.

The mission statement

Any system you build, no matter how complicated, has a fundamental purpose, the business that it’s in, and the basic need that it satisfies. If you can look past the user interface, the hardware- or system-specific details, the coding algorithms and the efficiency problems, you will eventually find the core of its being, simple and straightforward. Like the so-called high concept from a Hollywood movie, you can describe it in one ore two sentences. This pure description is the starting point.

The high concept is quite important because it sets the tone for your project; it’s a mission statement. You won’t necessarily get it right the first time (you may be in a later phase of the project before it becomes completely clear), but keep trying until it feels right. For example, in an air-traffic control system to a very small airfield; perhaps there’s only a human controller or none at all. A more useful model won’t concern the solution you’re creating as much as it describes the problem: “Aircraft arrive, unload, service and reload, and depart.”

Phase 1: What are we making?

It’s necessary to stay focused on the heart of what you’re trying to accomplish in this phase: determine what the system is supposed to do. The most valuable tool for this is a collection of what are called “use cases.” Use cases identify key features in the system that will reveal some of the fundamental classes you’ll be using. These are essentially descriptive answers to questions like:

“Who will use this system?”

“What can those actors do with the system?”

“How does this actor do that with this system?”

“How else might this work if someone else were doing this, or if the same actor had a different objective?”(to reveal variations)

“What problems might happen while doing this with the system?”(to reveal exceptions)

If you are designing an auto-teller, for example, the use case for a particular aspect of the functionality of the system is able to describe what the auto-teller does in every possible situation. Each of these “situations” is referred to as a scenario, and a use case can be considered a collection of scenarios. You can think of a scenario as a question that starts with: “What does the system do if…?” For example, “What does the auto-teller do if a customer has just deposited a check within 24 hours and there’s not enough in the account without the check to provide the desired withdrawal?”

Use case diagrams are intentionally simple to prevent you from getting bogged down in system implementation details prematurely:

The use cases produce the requirements specifications by determining all the interactions that the user may have with the system. You try to discover a full set of use cases f or your systems, and once you’ve done that you have the core of what the system is supposed to do. The nice thing about focusing on use cases is that they always bring you back to the essentials and keep you from drifting off into issues that aren’t critic al for getting the job done. That is, if you have a full set of use cases you can describe your system and move onto the next phase. You probably won’t get it all figured out perfectly on the first try, but that’s OK. Everything will reveal itself in time, and if you demand a perfect system specification

at this point you’ll get stuck.

Phase 2: How will we build it?

In this phase you must come up with a design that describes what the classes look like and how they will interact. An excellent technique in determining classes and interactions is the Class-Responsibility-Collaboration (CRC) card. Part of the value of this tool is that it’s so low-tech: you start out with a set of blank 3” by 5” cards, and you write on them. Each card represents a single class, and on the card you write:

The name of the class. It’s important that this name capture the essence of what the class does, so that it makes sense at a glance.

The “responsibilities” of the class: what it should do. This can typically be summarized by ju st stating the names of the member functions (since those names should be descriptive in a good design), but it does not preclude other notes. If you need to seed the process, look at the problem from a lazy programmer’s standpoint: What objects would you like to magically appear to solve your problem?

The “collaborations” of the class: what other classes does it interact with? “Interact” is an intentionally broad term; it could mean aggregation or simply that some other object exists that will perform services for an object of the class. Collaborations should also consider the audience for this class. For example, if you create a class Firecracker, who is going to observe it, a Chemist or a Spectator? The former will want to know what chemicals go into the construction, and the latter will respond to the colors and shapes released when it explodes.

You may feel like the cards should be bigger because of all the information you’d like to get on them, but they are intentionally small, not only to keep your classes small but also to keep you from getting into too much detail too early. If you can’t fit all you need to know about a class on a small card, the class is too complex (either you’re getting too detailed, or you should create more than one class). The i deal class should be understood at a glance. The idea of CRC cards is to assist you in coming up with a first cut of the design so that you can get the big picture and then refine your design.

One of the great benefits of CRC cards is in communication. It’s best done real-time, in a group, without computers. Each person takes responsibility for several classes (which at first have no names or other information). You run a live simulation by solving one scenario at a time, deciding which messages are sent to the various objects to satisfy each scenario. As you go through this process, you discover the classes that you need along with their responsibilities and collaborations, and you fill out the cards as you do this. When you’ve moved through all the use cases, you should have a fairly complete first cut of your design.

Before I began using CRC cards, the most successful consulting experiences I had when coming up with an initial design involved standing in front of a team, who hadn’t built an OOP project bef ore, and drawing objects on a whiteboard. We talked about how the objects should communicate with each other, and erased some of them and replaced them with other objects. Effectively, I was managing all the “CRC cards” on the whiteboard. The team (who kne w what the project was supposed to do) actually created the design; they “owned” the design rather than having it giving it given to them.

All I was doing was guiding the process by asking the right questions, trying out the assumptions, and taking the feedback from the team to modify those assumptions. The turn beauty of the process was that the team learned how to do object-oriented design not by reviewing abstract examples, but by working on the one design that was most interesting to them at that moment: theirs.

Once you’ve come up with a set of CRC cards, you may want to create a more formal description of your design using UML. You don’t need to use UML .but it can be helpful, especially if you want to put up a diagram on the wall for everyone to ponder, which is a good idea. An alternative to UML is a textual description of the objects and their interfaces, or, depending on your programming languages, the code itself.

UML also provides an additional diagramming notation for describing the dynamic model of your system. This is helpful in situations in which the state transitions of a system or subsystem are dominant enough that they need their own diagrams (such as in a control system). You may also need to describe the data structures, for systems or subsystems in which data is a dominant factor (such as a database),

You’ll know you’re done with phase 2 when you have described the objects and their interfaces.

Well, most of them –there are usually a few that slip through the cracks and don’t make them selves known until phase 3. But that’s OK. All you are concerned with is that you eventually discover all of your objects. It’s nice to discover them early in the process but OOP provides enough structure so that it’s not so bad if you discover them later. In fact, the design of an object tends to happen in five stages, throughout the process of program development.

Phase 3: Build the core

This is the initial conversion from the rough design into a compiling and executing body of code that can be tested, and especially that will prove or disprove your architecture. This is not a one-pass process, but rather the beginning of a series of steps that will iteratively build the system, as you’ll see in phase4.

Your goal is to find the core of your system architecture that needs to be implemented in order generate a running system, no matter how incomplete that system is in this initial pass. You’re creating a framework that you can build upon with further iterations. You’re also performing the first of many system integrations and tests, and giving the stakeholders feedback about what their system will look like and how it is progressing. Ideally, you are also exposing some of the critical risks. You’ll probably also discover changes and improvements that can be made to your original architecture – things you would not have learned without implementing the system.

Part of building the system is the reality check that you get from testing against your requirements analysis and system specification (in whatever form they exist). Make sure that your tests verify the requirements and use cases. When the core of the system is stable, you’re ready to move on and add more functionality.

Phase 4: Iterate the use cases

Once the core framework is running, each feature set you add is a small project in itself. You add a feature set during an iteration, a reasonably short period of development.

How big is an iteration? Ideally, each iteration lasts one to three weeks (this can vary based on the implementation language). At the end of that period, you have an integrated, tested system with more functionality than it had before. But what’s particularly interesting is the basis for the iteration: a single use case. Each use case is a package of related functionality that you build into the system all at once, during one iteration. Not only does this give you a better idea of what the scope of a use case should be, but it also gives more validation to the idea of a use case, since the concept isn’t discarded after analysis and design, but instead it is a fundamental until of development throughout the software-building process.

You stop iterating when you achieve target functionality or an external deadline arrives and the customer can be satisfied with the current version. (Remember, software is a subscription business.) Because the process is iterative, you have many opportunities to ship a product instead of a single endpoint; open-source projects work exclusively in an iterative, high-feedback environment, which is precisely what makes them successful.

An iterative development process is valuable for many reasons. You can reveal and resolve critical risks early, the customers have ample opportunity to change their minds, programmer satisfaction is higher, and the project can be steered with more precision. But an additional important benefit is the feedback to the stakeholders, who can see by the current state of the product exactly where everything lies. This may reduce or eliminate the need for mind-numbing status meetings and increase the confidence and support from the stakeholders.

Phase 5: Evolution

This is the point in the development cycle that has traditionally been called “maintenance,” a catch-all term that can mean everything from “getting it to work the way it was really supposed to in the first place” to “adding features that the customer forgot to mention” to the more traditional “fixing the bugs that show up” and “adding new features as the need arises.” So many misconceptions have been applied to the term “maintenance” t hat it has taken on a slightly deceiving quality, partly because it suggests that you’ve actually build a pristine program and all you need to do is change parts, oil it, and keep it from rusting. Perhaps there’s a better term to describe what’s going on.

I’ll use the term evolution. That is, “You won’t get it right the first time, so give yourself the latitude to learn and to go back and make changes.” You might need to make a lot of changes as you learn and understand the problem more deeply. The elegance you’ll produce if you evolve until you get it right will

pay off, both in the short and the long term. Evolution is where your program goes from good to great, and where those issues that you didn’t really understand in the first pass become clear. It’s also where your classes can evolve from single-project usage to reusable resources.

What is it means to “get it right” isn’t just that the program works according to the requirements and the use cases. It also means that the internal structure of the code makes sense to you, and feels like it fits together well, with no awkward syntax, oversized objects, or ungainly exposed bits of code. In addition, you must have some sense that the program structure will survive the changes that it will inevitably go through during its lifetime, and that those changes can be made easily and cleanly. This is no small feat. You must not only understand what you’re building, but also how the program will evolve (what I call the vector of change). Fortunately, object-oriented programming languages are particularly adapt at supporting this kind of continuing modification –the boundaries created by the objects are what tend to keep the structure from breaking down. They also allow you to make changes –ones that would seem drastic in a procedural program –without causing earthquakes

throughout your code. In fact, support for evolution might be the most important benefit of OOP.

英文文献译文

整个开发过程时,最重要的问题是:不要迷路。这是很容易做到的。大部分的分析和设计方法都是为了解决最大的一些问题。记住,大多数的项目都不适合这一点,因此我们通常可以用一个相对较小的子集成功地进行分析和设计。但是采用某种过程,不论它怎么有局限,总比一开始就直接编码好得多。

在开发过程中很容易受阻,陷入到“分析瘫痪状态”,这种状态往往是由没有弄清当前阶段的所有细节而感到不能继续了。记住,不论做了多少分析,总有系统的一些问题直到设计时才暴露出来,并且更多的问题是到编程或是直到程序完成运行适才出现。因此,迅速进行分析和设计并对提出的系统进行测试是很重要的。

这个问题值得强调。因为我们在面向过程型语言上的历史经验,一个项目组希望进入和实现之前认真处理和理解每个细节,这是值得赞赏的。的确,在构造DBMS时,需要彻底理解用户的需要。但是DBMS属于能很好表达和充分理解的一类问题。在许多这种程序中,数据库结构就是主要问题之所在。本章讨论的编程问题属于所谓的“不定(will card)”(本人的术语)类型,这种问题的解决方法不是将众所周知的解决方案简单地重组,而是包含一个或多个“不定因素”—先前没有较了解的解决方案的要素,为此,需要研究。由于在分析阶段没有充分的信息去解决这一类问题,所以在设计和执行之前试图彻底地分析“不定型”问题会造成分析瘫痪。解决“不定型”问题需要在整个循环中反复,且需要冒风险(这是很有意义的,由于是在试图完成一些新颖的且潜在回报很高的事情)。看来似乎有风险是由于“匆忙”进入初步实现而引起的,但是这样反而可以降低风险,因为我们正在较早地确定一个特定的方法对这个问题是不是可行的。产品开发也是一种风险管理。

经常有人提到“建立一个然后丢掉”。在OOP中,我们仍然可以把一部分丢掉,然而由于代码被封装成类,在第一次的迭代中我们必将生成一些有用的类设计,并且一些不必抛弃的关于系统设计的有价值的思想。因此,在问题的第一次快速遍历中不仅要为下一遍分析、设计及实现产生关键的信息,还为下一遍建立代码基础。

也就是说,如果我们正在考虑的是一个包含丰富细节且需要许多步骤和文档的方法学,将很难判断什么时候停止。应当牢记我们正努力寻找的是什么:

1.什么是对象?(如何将项目分成多个组成部分?)

2.它们的接口是什么?(需要向每个对象发送什么信息?)

只要我们知道了对象和接口,就可以编写程序了。由于各种的原因我们可能需要比这些更多的描述和文档,但我们需要的信息不能比这些更少。

整个过程可以分5个阶段完成,阶段0只是使用一些结构的初始约定。

阶段0:制定计划

我们必须首先决定在此过程中应有那些步骤。这听起来很简单(事实上,所有听起来都是挺简单的),但是人们常常在开始编码之前没有考虑这一问题。如果计划是“让我们一开始就编码”,那很好(有时,当我们对问题充分理解时,这是合适的)。至少,我们承认这是一个计划。

在这个阶段,我们可能还要决定一些另外的过程结构,但不是全部。可以理解,有些程序员喜欢用“休假方式”工作,也就是在开展他们的工作过程中,没有强制性的结构。“想做的时候就做”。这也许在短时间内是吸引人的,但是我发现,在进程中设立一些里程碑可以帮助集中我们的注意力,激发我们的热情,而不是只注意“完成项目”这个单一的目标。另外,里程碑将项目分成更细的阶段使得风险更小(此外里程碑还提供更多庆祝的机会)。

当我开始研究小说结构时(有一天我也要写小说),我最初是反对结构思想的,我觉得自己在写作时,直接下笔千言就行了,但是,稍后我认识到,在涉及计算机的文字时,本身结构足够清晰,所以不需要多想。但是我仍然要组织文字结构,虽然这在我头脑中是半意识的。即便我们认为自己的计划只是一上来就开始编码,在后续阶段仍然需要不断地询问和回答一些问题。

任务陈述

无论构建什么系统,不管如何复杂,都有其基本目的的,有其要处理的业务,有其所要满足的基本需要。通过依次审视用户界面、硬件或系统的特殊细节、算法编码和效率问题,我们将最终找出它的核心。通常简单又直接。就像来自好莱坞电影的所谓的高层概念,我们能用一句或两句话表述。这种纯粹的表述是起点。

高层概念很重要,因为它设定了项目的基调,这是一种任务陈述。我们不必一开始就让它正确(我们也许正处于在项目变得完全清晰之前的最后阶段),但是要不停地努力直到它越来越正确。例如:在一个空中交通指挥系统中,我们可以从关于正在建立的系统的一个高层概念入手:“塔楼程序跟踪飞机”。但是

计算机专业毕业设计说明书外文翻译(中英对照)

Talking about security loopholes Richard S. Kraus reference to the core network security business objective is to protect the sustainability of the system and data security, This two of the main threats come from the worm outbreaks, hacking attacks, denial of service attacks, Trojan horse. Worms, hacker attacks problems and loopholes closely linked to, if there is major security loopholes have emerged, the entire Internet will be faced with a major challenge. While traditional Trojan and little security loopholes, but recently many Trojan are clever use of the IE loophole let you browse the website at unknowingly were on the move. Security loopholes in the definition of a lot, I have here is a popular saying: can be used to stem the "thought" can not do, and are safety-related deficiencies. This shortcoming can be a matter of design, code realization of the problem. Different perspective of security loo phole s In the classification of a specific procedure is safe from the many loopholes in classification. 1. Classification from the user groups: ● Public loopholes in the software category. If the loopholes in Windows, IE loophole, and so on. ● specialized software loophole. If Oracle loopholes, Apach e,

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图书管理系统概要设计

目录 一、引言 (3) 1.1编写目的 (3) 1.2项目背景 (3) 1.3开发环境 (3) 1.4参考资料 (4) 二、任务概述 (4) 2.1需求概述 (4) 2.2运行环境 (4) 三、总体设计 (4) 3.1基本设计概念和处理流程 (4) 3.2系统结构和模块外部设计 (6) 3.3功能分配 (6) 四、接口设计 (7) 4.1用户接口 (7) 4.2外部接口 (7) 4.3内部接口 (7) 五、运行设计 (8) 5.1运行模块的组合 (8) 5.3运行时间 (8) 六、数据结构设计 (9) 6.1逻辑结构设计 (9) 6.2物理结构设计 (15) 6.3数据结构与程序的关系 (15) 七、维护设计 (15)

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三、产品功能

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