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Theory, method and practice of software Engineering (11th chapter)

Software evolutionThis chapter introduces the concepts and methods of software evolution, including the characteristics of software evolution, software maintenance activities, reverse engineering and re-engineering.Software maintenance is an inevitable process. Software main

Software Engineering--theory, method and practice

The seventh chapter, the object-oriented analysis of the requirements analysis phase of the core is to produce an accurate, complete, consistent and verifiable system model, called the analysis model. 1. Analytical Concepts: Analysis classes and analysis activities, classes include boundary classes, control classes, and entity classes. 2. Identify the analysis class: usually need to understand the behavior inside the system, identify the boundary class, control class, entity class. 3. Define int

Theory, method and practice of software Engineering (sixth chapter)

automatically have all the properties and services of the parent class. A message is a service request made by an object that typically contains information such as the object identity, service identity, input information, and response information that provides the service. An association is a static relationship between object properties that represent the dependencies between objects through the properties of the object. Aggregations are the constituent relationships between objects, that is,

Theory, method and practice of software Engineering (fourth chapter)

Demand EngineeringThis chapter takes the object-oriented technology as the core, comprehensively, deeply and systematically introduces the tasks, processes, methods and tools of each stage of software development.Software requirements can be divided into business requirements, user requirements, system requirements, functional requirements and non-functional requirements and other types. Requirements engineering is the application of proven principles

[Software architecture] modular programming ideas and (C + +) practice

++) { (*iter). _uninit (); } } /** * Add module * * @Param mod * Module*/ voidaddmodule (selfmodule MoD) {_list.push_back (mod); } /** * Find module * * @Param ID * ID of the module to be found * @Return return the found module */SelfmoduleFindmodule (stdstring ID); /** * null reference for module*/ StaticSelfmodule _nullmodule; protected: /** * Module list*/Vector_list; protected: Selfmodulelist (vo

Practice of one-time invoicing Software Architecture (II)-Business appearance Layer Design

Practice of one-time invoicing Software Architecture (I) -- Overview 1. Structure Based on experience, we can find that an interface is always one piece. Each piece contains some basic controls (such as buttons, text boxes, and date controls), as well as a grid control and tree control, if each block is called a region, it becomes an item. In this way, we can

Software Architecture of C language Embedded System Programming Practice

program architecture(1) starting from the specified address when the CPU is reset;(2) Jump to the assembly code startup for execution;(3) Jump to the main program of the user owner and execute it in main:A. testing various hardware devices;B. initialize each software module;C. Enter an infinite loop and call the processing functions of each module.The user's main program and the processing functions of eac

C language Embedded System Programming Practice II: Software Architecture

environment.Typical single-task program architecture (1) starting from the specified address when the CPU is reset; (2) Jump to the assembly code startup for execution; (3) Jump to the main program of the user owner and execute it in main: A. testing various hardware devices; B. initialize each software module; C. Enter an infinite loop and call the processing functions of each module. The user's main prog

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