首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到19条相似文献,搜索用时 308 毫秒
1.
软件开发方法、工具及软件示范按模型的组合与实施构成完整的软件开发范型。Petri网模型有良好的数学基础和清晰的可视图形表示。本文将Petri网理论应用于软件开发过程中,提出一种基于Petri网的软件开发范型PSDP,详细介绍了PSDP的各个步骤,提出了出PSDP的优点和不足之处,最后将PSDP与目前已有的软件开发范型进行了比较。  相似文献   

2.
软件重用的实现   总被引:6,自引:0,他引:6  
李也戈  张然 《计算机工程》1995,21(4):37-40,70
软件重用是指使用已有的软件成分构造新的软件系统的过程,本文分3个层次讨论了重用的方法,实现层,设计层,体系结构层的软件重用,同时指出,抽象是实现软件重用技术的基础,面向对象技术提供了多种支持软件重用的机制,通过建立一个可重用软件对象库,和构造用于管理可重用对象的软件开发环境,形成一种新的基于软件重用的软件开发范型,必将对软件开发产生深远的影响。  相似文献   

3.
上期我们介绍了软件开发技术中的过程式编程范型和面向对象编程范型。当人们在向面向对象编程范型转型时,基于构件技术的编程范型已经开始广泛应用了。构件技术实际上是面向对象技术的延伸和归宿,基于构件的技术又一次地改变了编程范型。  相似文献   

4.
设计模式针对一类在特定上下文中反复出现的问题给出了通用解决方案,模式的提取和重用有助于提高软件开发的效率和质量,其思想和方法已在面向对象软件工程中得到广泛应用和验证。我们认为同一问题采用不同的实现技术往往具有不同的设计形态,不同软件开发范型也有其各自不同的设计模式。作为一种新颖的软件开发范型,近年来面向Agent软件工程的研究取得了长足进展,如何提高软件Agent技术实用性,发挥其技术潜力,扩大其应用范围成为当前人们关注的焦点。本文将模式思想引入到面向Agent软件工程,针对软件Agent技术的特点,从组织结构、交互协作和个体Agent体系结构三个视点提出了一组面向Agent的软件设计模式,以支持多Agent系统的设计;并进一步给出了面向Agent设计模式的描述框架,进行了典型设计模式和应用案例的分析。  相似文献   

5.
代码搜索引擎(code search engines,CSE)的产生和互联网上日益增加的开源代码工程,使得软件开发人员在软件开发的过程中可以大量的重用已有的源代码。然而大部分开发人员使用CSEs只是简单完成相关代码搜索。该文给出了一种通用的范型挖掘过程模型,能够充分利用CSEs,通过挖掘源代码范型保证重用代码的质量,并详细的说明了该范型挖掘过程模型在三个方面辅助软件质量改进。  相似文献   

6.
软件重用的实现   总被引:3,自引:0,他引:3  
软件重用是指在构造新的软件系统的过程中利用已有的软件成分,本文从实现,设计和体系一个层次上讨论了几种软件重用方法。文中指出,抽象是软件重用技术的基础;面向对象的一些机制可以有效地支持软件成分的重;面向对象的程序设计技术是目前最成功的软件重用技术。建立丰富的软件可重用成分库和建造用于管理可重用成分的软件开发环境,就可以形成基于软件重用的新的软件开发范型。  相似文献   

7.
代码搜索引擎(code search engines,CSE)产生和互联网上日益增加的开源代码工程,使得软件开发人员在软件开发的过程中可以大量的重用已有的源代码。然而大部分开发人员使用CSEs只是简单完成相关代码搜索。该文给出了一种通用的范型挖掘过程模型,能够充分利用CSEs,通过挖掘源代码范型保证重用代码的质量,并详细的说明了该范型挖掘过程模型在三个方面辅助软件质量改进。  相似文献   

8.
基于Agent系统的概念,方法和应用   总被引:8,自引:0,他引:8  
Agent是目前计算机科学领域中的一个重要概念,基于Agetn的系统代表了一种新颖的软件开发方式和范型,用于概念化、分析,描述和实现复杂,庞大的软件系统。本文较为系统地介绍了Agetn概念和基于Agent系统这样一种软件开发方法;分析了基于Agent系统为什么能够在一定程度上适应和满足当前软件开发的需求,基于Agent系统的特点以及应用状况;最后 基于Agent系统的局限性以及面临的问题和挑战。  相似文献   

9.
自适应多Agent系统的面向Agent软件开发方法学ODAM   总被引:3,自引:0,他引:3  
面向Agent软件工程被视为是一种可有效支持复杂系统开发的新颖软件开发范型.为支持复杂多Agent系统的开发,面向Agent软件工程的研究需发挥Agent技术的潜力和灵活性,借鉴软件工程领域已取得的成果,提出了一个面向Agent软件开发方法学ODAM以支持自适应多Agent系统的开发.ODAM以动态绑定机制作为自适应多Agent系统的核心机制,借助于组织学的概念和思想对自适应多Agent系统进行高层抽象和自然建模,以管理和控制系统的复杂度;集成了迭代开发和MDA方法以适应Agent技术平台的多样性,简化复杂自适应系统的开发.介绍了ODAM的方法学框架和具体的技术细节,包括动态绑定机制、基于组织抽象的元模型和建模语言、基于迭代开发和MDA的软件开发过程,并进行了案例分析.  相似文献   

10.
软件度量是针对软件开发项目、过程及产品进行数据定义、收集和分析的持续度量化过程;持续集成工具上的的构建工程每天自动完成从版本库更新代码、静态检查、编译、出包、自动化用例测试等任务,在进行集成构建的过程中可以为软件度量提供多种相关的度量数据;结合工作实践,叙述了基于持续集成的软件度量的原理;软件度量管理涉及到的角色;软件度量实现过程;叙述了基于持续集成的两种类型的软件度量指标的定义以及提取方法;最后详细叙述了在软件度量过程中遇到的几个典型案例;工作实践表明在软件的开发过程中做好软件度量工作有助于软件开发部门控制、预测、和改进软件产品的质量与软件开发过程;从而提高软件质量和软件开发效率,降低软件开发成本。  相似文献   

11.
随着计算机技术的发展,瀑布式软件开发模型日显不足,探索研究新的软件过程模型势在必然,CASE环境EASYCODE对此作了有益的尝试。本文在对传统的生命期模型作了简析后,讨论EASYCODE软件过程模型的特点,并阐述支撑该模型的基于知识的程序生成。  相似文献   

12.
We report on a study in which 12 different paradigms were used to implement agents acting in an environment which borrows elements from artificial life and multi‐player strategy games. In choosing the paradigms we strived to maintain a balance between high‐level, logic‐based approaches and low‐level, physics‐oriented models; between imperative programming, declarative approaches and ‘learning from basics’; between anthropomorphic or biologically inspired models on one hand and pragmatic, performance‐oriented approaches on the other. We have found that the choice of the paradigm determines the software development process and requires a different set of skills from the developers. In terms of raw performance, we found that the best performing paradigms were those which (a) allowed the knowledge of human experts to be explicitly transferred to the agent and (b) allowed the integration of well‐known, high‐performance algorithms. We have found that maintaining a commitment to the chosen paradigm can be difficult; there is a strong temptation to offer shallow fixes to perceived performance problems through a ‘flight into heuristics’. Our experience is that a development process without the discipline enforced by a central paradigm leads to agents which are a random collection of heuristics whose interactions are not clearly understood. Although far from providing a definitive verdict on the benefits of the different paradigms, our study provided a good insight into what kind of conceptual, technical or organizational problems would a development team face depending on their choice of agent paradigm. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

13.
Hill  J.L. 《Computer》1995,28(10):97-98
Formal standards groups have been criticized in recent years for the time required to develop standards. With notable exceptions, standards groups have earned this criticism. One body, ISO/IEC JTC1 (Joint Technical Committee 1), is aggressively addressing the time required to develop formal international standards (ISs) for the information technology industry. With its latest addition, publicly available specification (PAS), JTC1 now has three standards development paradigms: traditional, fast-track and PAS. All three paradigms share the same final approval procedures but have different development processes. The PAS paradigm resembles both the traditional and fast-track paradigms in its process for moving from a draft IS to an IS. The PAS paradigm even more closely resembles the fast-track paradigm in that it lets a standard be initially developed outside ISO. However, whereas the fast-track paradigm lets a standard be developed by a JTC1 member, the PAS paradigm lets it be developed by any organization  相似文献   

14.
We have identified two paradigms in multimedia systems design based on the software engineering and graphic design approaches. Our aim is to better inform methodological development in the field. We argue that unless and until the underlying paradigm of each community is understood, attempts to develop specific multimedia methods will be sub-optimal. ‘Paradigm’ is defined in the Kuhnian sense of a ‘disciplinary matrix’ that is composed of those shared beliefs and values that guide a ‘community’ of theorists and practitioners. This paper is based on analyses of several textbooks from both disciplines and also on interviews with software engineers and graphic designers who are actively engaged in the development of digital interactive multimedia (DIM). The results indicate that (a) Kuhn's concept of paradigm is a useful mechanism through which to examine the knowledge and approaches of these two design disciplines vis-à-vis multimedia development; and (b) that the resulting paradigms provide a useful framework from which to inform methodological development within the multimedia field. The paper concludes with a discussion of how the paradigms can assist theorists and practitioners in developing a framework for method evaluation and integration in multimedia.  相似文献   

15.
16.
Agile software development methods are mostly built as a set of managerial guidelines and development concepts on how to handle a software development but are not bounded to software development paradigms like object or agent orientation. Some methods, like eXtreme Programming and SCRUM are driven by operational requirements representation models called User Stories. These User Stories can be used as an anchoring point to agile methods; this means that we could take a User Stories set to drive a software transformation approach embedded in a particular development paradigm. This paper presents a process fragment for Multi-Agent Systems development with agile methods based on User Stories sets. The process fragment indeed takes advantage of an initial set of User Stories to build a reasoning model (called the Rationale Tree; typically several of these are built for a single project) that documents decompositions and means-end alternatives in scenarios for requirements realization. A Rationale Tree can then be aligned with a Multi-Agent design and implemented in an agent-oriented development language. In this paper the transformation is targeted to the JAVA Agent DEvelopment (JADE) framework. The process fragment (at least partially) covers the Requirements Analysis, Multi-Agent System Design and Multi-Agent System Implementation phases. Transformation from one phase to the other is overseen and illustrated on an example.  相似文献   

17.
面向大规模定制的软件开发模式   总被引:18,自引:0,他引:18  
在领域工程、基于构件的软件工程和并行工程的基础上,提出了面向大规模定制的软件开发模式。该模式以大规模开发标准软件的效益满足用户的个性化需求。介绍了面向大规模定制的软件开发过程,面向大规模定制的软件产品族体系结构,以及面向大模型定制软件开发的产品集成过程模型。最后介绍了一种面向大规模定制的敏捷软件开发组织。  相似文献   

18.
毛新军  胡翠云  孙跃坤  王怀民 《软件学报》2012,23(11):2885-2904
面向Agent程序设计(agent-oriented programming,简称AOP)基于多Agent系统的抽象和思想、借助于Agent理论和技术来支持软件系统的构造与实现,其程序设计思想、软件模型、基础理论和语言设施有别于现有主流程序设计技术,如OOP,代表了一种新颖的程序设计范型.由于多Agent系统被视为支持开放环境下复杂软件系统开发的一种新颖、有效的技术手段,因而近年来AOP受到人工智能、软件工程和分布计算等领域研究学者和工程实践人员的高度关注,并在过去20年取得了重要进展.但是,无论在应对复杂多Agent系统开发方面,还是在大规模工业化应用等方面,AOP的研究与实践都面临着严峻的挑战.作为一种程序设计范型,AOP研究需要在交叉其他学科知识(如人工智能)的基础上,充分借鉴软件工程以及已有程序设计范型的原理、原则和成功实践,从而推动技术走向成熟并为广大工程实践人员所接受.通过对AOP研究历程的系统介绍,从软件工程的视点考虑MAS程序设计的不同层次,综述AOP在程序设计抽象与模型、机制与理论、语言与设施和支撑平台这4个方面的研究成果,展示不同时期AOP研究关注点的变化以及发展趋势,分析当前AOP研究与实践存在的问题和面临的挑战,并展望进一步的研究.  相似文献   

19.
The advent of Internet technology introduces a revolution to software application and development paradigms. Traditional software development and application patterns have been shifted to Internet-based service sharing and collaboration among partners across the Internet. This new paradigm imposes new challenges and complexity in the lifecycle of software development, deployment, execution and maintenance. Middleware, an intermediate layer to abstract the homogeneity and hide the di?erence of underlying systems, can be used to reduce the complexity of managing the lifecycle of Internet applications. In this paper, we exploit the needs of middleware support for Internet-based applications from a service perspective. We investigate the potential requirements and features of Internetware, and analyze the state-of-the-art solutions. We also discuss the remaining issues and their challenges, and explore the potential future research directions.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号