软件开发概念和设计方法大学毕业论文外文文献翻译及原文

软件开发概念和设计方法大学毕业论文外文文献翻译及原文
软件开发概念和设计方法大学毕业论文外文文献翻译及原文

毕业设计(论文)外文文献翻译

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翻译日期: 2017.02.14

外文资料原文

Software Development Concepts and Design

Methodologies

During the 1960s, ma inframes and higher level programming languages were applied to man y problems including human resource s yste ms,reservation s yste ms, and manufacturing s yste ms. Computers and software were seen as the cure all for man y bu siness issues were some times applied blindly. S yste ms sometimes failed to solve the problem for which the y were designed for man y reasons including:

?Inability to sufficiently understand complex problems

?Not sufficiently taking into account end-u ser needs, the organizational environ ment, and performance tradeoffs

?Inability to accurately estimate development time and operational costs ?Lack of framework for consistent and regular customer communications At this time, the concept of structured programming, top-down design, stepwise refinement,and modularity e merged. Structured programming is still the most dominant approach to software engineering and is still evo lving. These failures led to the concept of "software engineering" based upon the idea that an engineering-like discipl ine could be applied to software design and develop ment.

Software design is a process where the software designer applies techniques and principles to produce a conceptual model that de scribes and defines a solution to a problem. In the beginning, this des ign process has not been well structured and the model does not alwa ys accurately represent the problem of software development. However,design methodologies have been evolving to accommo date changes in technolog y coupled with our increased understanding of development processes.

Whereas early desig n methods addressed specific aspects of the

develop ment process, current methods atte mpt to address the entire scope of software development. Software design methods are often classified in reference to the peri od in which the y were introduced and the problems at that time. Driven b y coding and testing problems, tools and methods were developed. Early methods focused on modularity a nd top-down development, and information hiding through abstraction. This led to t he development of structured languages, structured analysis, and data flow analysis.

In the last decade or so, the expense involved in automation has shifted from hardware to people. Therefore, the software engineering community has been focused on object oriented (O-O) design and the concept of re-usable code in order to reduce the human cost component. Inefficient designs and develop ment methodologies have been addressed with Computer Aided Software Engineering (CASE) tools, and fourth generation design l anguages. This has been done in an attempt replace the traditional waterf all life c ycle process model under which most existing software has been developed.

一、Software Design Fundamentals

Software design meth ods all aim to provide the software designer wi th a s yste m blueprint. This blueprint usually has three aspects: data, architectural, and procedural.

?Data design refers to the data's organization, relationships, access and processing methods.

?Architectural design defines the components of the sys tem a nd their relationships.

?Procedural design builds on the data and architectural design phases to describe the processing details of the s yste m.

Even though there are numerous design methodologies, their basic concepts are ver y similar-All software design methods partition the problem and software into smaller pieces in order to reduce complexity. They all strive to identif y data structures and functions, and provide measur ements for software quality. Some of the common principles in software design include: stepwise refinement, s oftware architecture, program structure, data structure,

software procedures, mo d u la r i t y,a b s tr a c t io n,a n d in f o r ma t io n h i d i n g.

二、M o d e r n D e s i g n M e t h o d o l o g i e s

C o n ve n t io n a l s o f t wa r e d e ve l o p me n t p r a c t ic e s c a n g e n e r a l l y b e

ma p p e d o n to t h e tr a d i t io n a l l i f e-c y c l e p h a s e s o f a n a l ys i s,f u n c t i o n a l

s p e c i f i c a t i o n,d e s i g n,i mp l e me n t a t i o n,t e s t i n g,a n d m a i n t e n a n c e.T h i s

t h o u g h t p r o c e s s i s i n a d e q u a t e f o r t o d a y's c o m p l e x i n f o r m a t i o n s y s t e m s.As the demand for software is growing much faster than the number of developers, adhering to conventional techniques such as the waterfall method requires too much time, too many people, and is difficult to ma nage. Hence, many new software development technologies have arisen. N e wl y d e ve lo p e d p r a c tic e s a n d mo d e ls d o n o t a tte mp t to s e p a r a te p h a s e s o f s o f twa r e development, such as specification and implementation, but instead focus on the concept of program transformation through stepwise refinement and iteration.

1、O b j e c t-O r i e n t e d Te c h n o l o g y

Object-Oriented (O-O) software design technology is fundamentally different from the traditional methods described above. With traditional methods, each module is recognized a major step in the overall process and the process goes from one step to the next. On the other hand, O-O design is structured around a model of objects and the functions they perform.

O-O programming can be traced to the simulation language SIMULA, a hig h level language developed in the late 60's that introduced object classes as a method to encapsulate data. Later, in the 1970s, Smalltalk was introduced as a complete grapgh design and coding as detail is added to the design. This provides a common language throughout each stage in development. O-O is best applied with specifically designed O-O development tools, but it is important to remember that as a methodology is it not specific to any programming language. Many different programming languages can be used to implement 0-0 technology and design methodologies.

Instead of procedures and functions passing data back and forth, in object oriented design, the system is viewed as a collection of objects with messages passed from object to object. Each object has its own set of associated operations.

Object-oriented design is based on the idea of information hiding and modularization of both data and processing. It is best used when neither data structure nor processing operations are well defined ahead of time. This is quite useful in today's business environment where requirements are always changing and not very well defined. Thus, it has become quite popular! The concept of objects performing services is a natural way of thinking for both developers and customers. This facilitates understanding the problem domain and a more natural design. In addition, there are many benefits of object-oriented development. These include:

?I n h e r i t a n c e c a p i t a l i z e s o n t h e c o m m o n a l t y o f a t t r i b u t e s a n d s e r v i c e s a l l o w i n g c o d e a n d objects to be re-used.

.I n f o r m a t i o n h i d i n g m a k e s s y s t e m s m o r e s t a b l e b y l o c a l i z i n g c h a n g e s t o o b j e c t s a n d t h e r e b y m a k i n g t h e m r e u s a b l e.

.T h e o b j e c t-o r i e n t e d d e v e l o p m e n t p r o c e s s i s c o n s i s t e n t f r o m a n a l y s i s,t h r o u g h d e s i g n, t o c o d i n g.

More information on Object Oriented Programming principles can be found in Chapter 4-Organization of Programming Languages and Programming Concepts.

2、P r o t o t y p i n g

Prototyping was invented because end users participating in the development phase found it difficult to understand requirement specifications and conceptual models. However, when it first began being used in the 1980s, most conventional life c ycle developers considered it expensive and time consuming.

S i n c e t h a t t i m e,u s e r s a n d d e v e l o p e r s h a v e u s e d p r o t o t y p e s s u c c e s s f u l l y a s a communications tool to demonstrate system requirements. After several prototype iterations, developers have a better understanding of user requirements and users have a better idea of how the system will eventually work, look, and l.

T h e n u mb e r o f t i me s th e p r o to t yp e is in c r e me n t a l l y r e f in e d d e p e n d s o n h o w we l l th e u s e r r e q u i r e me n ts a n d u n d e r s t o o d.I t a ls o d e p e n d s o n th e u s e r s n e e d to a d d r e q u ir e me n ts o r c h a n g e p r e v i o u s l y s t a t e d r e q u i r e m e n t s.A f t e r

e s t a b l i s h i n g a n o v e r a l l a r c h i t e c t u r e a n d

f r a me w o r k, t h e s ys t e m i s d e v e l o p e d a n d d e l i v e r e d in in c r e me n ts.U s e r s ma y e x p e r i me n t w i t h a n d u s e d e l i v e r e d i n c r e me n t s w h i l e o t h e r s a r e b e i n

g d e v e l o p e d.Fo r i n s t a n c e,t

h e f

i r s t p r o t o t yp e ma y b e d e l i v e r e d t h a t i m p l e m e n t s a c e r t a i n s c r e e n w i t h o n l y s o m e a c t i v e m e n u i t e m s.W h i l e u s e r s a r e e x p e r i me n t i n g w i t h t h i s s c r e e n a n d me n u i t e ms,o t h e r s c r e e n s a n d me n u i t e ms a r e c o n c u r r e n t l y b e in g

d e v e l o p e d wh i c h la t e r w il l b e c o mb in e d w i th th e e x is t in g p r o to t yp e a s it

e vo l v e s.

O n c e t h e u s e r i s s a t i s f i e d t h a t t h e p r o t o t y p e m e e t s r e q u i r e m e n t s,t h e p r o t o t y p e i s t r a n s f o r me d i n to th e"s ys t e m".T h i s e ff o r t d e p e n d s o n s e v e r a l f a c to r s. I t ma y i n c lu d e a d d i n g f u n c t i o n a l i t y t h a t w a s n't i n i t i a l l y r e c o g n i z e d a s r e q u i r e d,r e p l a c i n g i n e f f i c i e n t p a r t s o f t h e p r o t o t yp e t o me e t p e r f o r ma n c e c r i t e r i a,o r a d a p t i n g t h e p r o t o t yp e t o f i t t h e u s e r's h a r d w a r e e n vi r o n me n t.

P r o t o t y p i n g c a n b e g i n v e r y e a r l y, a f t e r s o m e p r e l i m i n a r y r e q u i r e m e n t s a n a l y s i s h a s d e t e r m i n e d t h e b a s i c f u n c t i o n a l i t y,s c o p e,a n d e n v i r o n m e n t o f t h e p r o p o s e d s o f t w a r e.C o n t r a r y t o t h e t r a d i t i o n a l w a t e r f a l l me t h o d,i n t h e p r o t o t yp i n g,f u n c t i o n a l s p e c i f i c a t i o n s a r e n o t f i x e d.R a t h e r,u s e r s a r e e n c o u r a g e d t o m o d i f y t h e i r r e q u i r e m e n t s a s t h e y t h e m s e l v e s b e g i n t o u n d e r s t a n d t h e m b e t t e r.T h i s i s b e c a u s e u s e r s o f t e n d o n't r e a l l y k n o w w h a t t h e y w a n t u n t i l t h e y s e e i t o n t h e s c r e e n.T h e p r o t o t yp i n g p r o c e s s o f d e mo n s t r a t i o n,r e v i e w,a n d r e f i n e me n t g e t s t h e u s e r m o r e i n v o l v e d i n t h e d e v e l o p m e n t p r o c e s s,g i v i n g t h e m a s e n s e o f o w n e r s h i p d u r i n g t h e p r o c e s s a n d a t f i n a l s y s t e m d e l i v e r y.H o w e v e r,d u e t o t h e m i n d s e t o f"p r o t o t y p e", u s e r s o f t e n f in d i t d iff ic u l t to ve r if y t h a t th e p r o to t yp e s a tis f ie s th e ir r e q u ir e me n ts. T h e r e f o r e, g u id e l in e s mu s t b e e s t a b l i s h e d t o d e te r m in e wh e n t o s to p i te r a t in g a n d th e p r o to t yp e to f in a l p r o d u c t.

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包装设计外文翻译文献

包装设计外文翻译文献(文档含中英文对照即英文原文和中文翻译)

包装对食品发展的影响 消费者对某个产品的第一印象来说包装是至关重要的,包括沟通的可取性,可接受性,健康饮食形象等。食品能够提供广泛的产品和包装组合,传达自己加工的形象感知给消费者,例如新鲜包装/准备,冷藏,冷冻,超高温无菌,消毒(灭菌),烘干产品。 食物的最重要的质量属性之一,是它的味道,其影响人类的感官知觉,即味觉和嗅觉。味道可以很大程度作退化的处理和/或扩展存储。其他质量属性,也可能受到影响,包括颜色,质地和营养成分。食品质量不仅取决于原材料,添加剂,加工和包装的方法,而且其预期的货架寿命(保质期)过程中遇到的运输和储存条件的质量。越来越多的竞争当中,食品生产商,零售商和供应商;和质量审核供应商有着显著的提高食品质量以及急剧增加包装食品的选择。这些改进也得益于严格的冷藏链中的温度控制和越来越挑剔的消费者。 保质期的一个定义是:在规定的贮存温度条件下产品保持其质量和安全性的时间。在保质期内,产品的生产企业对该产品质量符合有关标准或明示担保的质量条件负责,销售者可以放心销售这些产品,消费者可以安全使用。 保质期不是识别食物等产品是否变质的唯一标准,可能由于存放方式,环境等变化物质的过早变质。所以食物等尽量在保质期未到期就及时食用。包装产品的质量和保质期的主题是在第3章中详细讨论。

包装为消费者提供有关产品的重要信息,在许多情况下,使用的包装和/或产品,包括事实信息如重量,体积,配料,制造商的细节,营养价值,烹饪和开放的指示,除了法律准则的最小尺寸的文字和数字,有定义的各类产品。消费者寻求更详细的产品信息,同时,许多标签已经成为多语种。标签的可读性会是视觉发现的一个问题,这很可能成为一个对越来越多的老年人口越来越重要的问题。 食物的选择和包装创新的一个主要驱动力是为了方便消费者的需求。这里有许多方便的现代包装所提供的属性,这些措施包括易于接入和开放,处置和处理,产品的知名度,再密封性能,微波加热性,延长保质期等。在英国和其他发达经济体显示出生率下降和快速增长的一个相对富裕的老人人口趋势,伴随着更加苛刻的年轻消费者,他们将要求和期望改进包装的功能,如方便包开启(百货配送研究所,IGD)。 对零售商而言存在有一个高的成本,供应和服务的货架体系。没有储备足够的产品品种或及时补充库存,特别是副食品,如鲜牛奶,可能导致客户不满和流失到竞争对手的商店,这正需要保证产品供应。现代化的配送和包装系统,允许消费者在购买食品时,他们希望在他们想任何时间地点都能享用。近几年消费者的选择已在急剧扩大。例如在英国,20世纪60年代和90年代之间在一般超市的产品线的数量从2000年左右上升到超过18000人(INCPEN)。 自20世纪70年代以来,食品卫生和安全问题已成为日益重要的关注和选择食物的驱动力。媒体所关注的一系列问题,如使用化学添

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