Object‑Oriented Technology 面向对象技术
English: Object‑orientation equals objects plus classification plus inheritance plus communication via messages. 中文:面向对象等于对象加分类加继承加通过消息的通信。
English: Classes can be divided into entity classes, interface classes and control classes. Interface classes may include display screens, windows, Web forms, dialog boxes, menus, list boxes, other display controls, barcodes, QR codes and so on. 中文:类可以分为实体类、接口类和控制类。其中接口类可以是显示屏窗口、Web 窗体、对话框、菜单、列表框、其他显示控制、条形码、二维码等。
Inheritance 继承
English: Inheritance is a control mechanism for sharing data and methods between parent classes and child classes. 中文:继承是父类和子类之间共享数据和方法的控制机制。
Polymorphism 多态
English: When receiving a message, an object will respond. Different objects receiving the same message may produce different results. This phenomenon is called polymorphism. 中文:在收到消息时,对象予以响应。不同的对象收到同一消息可以产生不同的结果,这一现象称为多态。
English: Polymorphism has different forms, including universal polymorphism, overloading polymorphism, coercive polymorphism and ad‑hoc polymorphism. 中文:多态分为不同形式:通用多态、过载多态、强制多态和特定多态。
Object‑Oriented Analysis (OOA) 面向对象分析
English: The purpose of object‑oriented analysis is to gain an understanding of the application problem. It includes identifying objects, organizing objects, describing interactions among objects, determining operations of objects, and defining internal messages of objects. 中文:面向对象分析的目的是为了获得对应用问题的理解。它包含认定对象、组织对象、描述对象之间的相互作用、确定对象的操作、定义对象的内部消息。
Object‑Oriented Design (OOD) 面向对象设计
English: Object‑Oriented Design (OOD) converts the analysis model created by OOA into a design model. Its goal is to define the construction blueprint of the system. 中文:面向对象设计(OOD)是将 OOA 所创建的分析模型转化为设计模型,其目标是定义系统的构造蓝图。
English: Object‑Oriented Design generally includes five activities: identifying classes and objects, defining attributes, defining services, identifying relationships, and identifying packages. 中文:面向对象设计一般包含 5 个活动:识别类及对象、定义属性、定义服务、识别关系、识别包。
Principles of Object‑Oriented Design 面向对象设计的原则
English: Single Responsibility Principle. For one class, there should be only one reason for it to change. 中文:单一职责原则。就一个类而言,应该仅有一个引起它变化的原因。
English: Open‑Closed Principle. Software entities should be open for extension but closed for modification. 中文:开放封闭原则。软件实体应该是可以扩展的,即是开放的,但它是不可修改的,即是封闭的。
English: Liskov Substitution Principle. Subclasses must be able to replace their base types. 中文:里氏替换原则。子类必须能够替换掉它的基类型。
English: Dependency Inversion Principle. Abstractions should not depend on details. Details should depend on abstractions. 中文:依赖倒置原则。抽象不应该依赖于细节,细节应该依赖于抽象。
English: Interface Segregation Principle. Clients should not be forced to depend on methods they do not use. Interfaces belong to clients, not to the hierarchy where they reside. 中文:接口分离原则。不应该强迫客户依赖于他们不使用的方法,接口属于客户,不属于它所在结构层次。
English: Release‑Reuse Equivalence Principle. The granularity of reuse is the granularity of release. 中文:重用发布等价原则。重用的颗粒度就是发布的颗粒度。
English: Common Closure Principle. All classes in a package should be closed together against the same kinds of changes. A change that affects a package affects all classes inside it, and does not affect other packages. 中文:共同封闭原则。包中所有类对于同一类性质的变化应该是共同封闭的。一个变化若对一个包产生影响,则该包中所有类都产生影响,而对其他包不构成影响。
English: Common Reuse Principle. All classes in a package should be reused together. If you reuse one class in a package, you reuse all classes in that package. 中文:共同重用原则。一个包中所有类应该共同重用。如果重用了包中的一个类,那么就重用了包中所有类。
English: Acyclic Dependencies Principle. No cycles are allowed within package dependency relationships. The package structure must be a directed acyclic graph. 中文:无环依赖原则。在包依赖的关系中,不允许存在环,即包与包结构之间必须是一个有向无环图形。
English: Stable Dependencies Principle. Depend in the direction of stability. 中文:稳定依赖原则。依赖朝着稳定的方向。
English: Stable Abstractions Principle. Abstractness increases with stability. 中文:稳定抽象原则。抽象程度随稳定性同步增长。
Object‑Oriented Programming Language (OOPL) 面向对象程序设计语言
English: Object‑Oriented Programming Language (OOPL) refers to programming carried out using objects, classes and related concepts. 中文:面向对象程序设计语言(OOPL),采用对象、类及其相关概念所进行的程序设计。
Object Self‑Reference 对象的自身引用
English: Object self‑reference is a special construct in OOPL. This construct has different names in different OOPL: it is called this in C++ and Java, and self in Objective‑C. 中文:对象的自身引用是 OOPL 中一种特有的结构,这种结构在不同 OOPL 中有不同名称,在 C++、Java 中称为 this,在 Objective‑C 称为 self。
Overriding 重置 / 覆盖
English: Overriding means redefining methods that are already defined in the parent class within a child class. Its basic idea is supported by a dynamic binding mechanism. Under the premise that the child class inherits the interface definition of the parent class, it replaces the corresponding implementation of the parent class with its own required implementation. 中文:重置或覆盖(Overriding)是在子类中重新定义父类中已定义的方法。其基本思想是通过一种动态的绑定机制来支持,使得子类在继承父类接口定义的前提下,用适配自己要求实现的方法,置换父类中相应的实现。
Object‑Oriented Testing 面向对象测试
English: Object‑oriented testing is generally divided into four levels: algorithm layer, class layer, template layer and system layer. 中文:面向对象测试一般分为算法层、类层、模板层和系统层。
Unified Modeling Language (UML) 统一建模语言
English: UML (Unified Modeling Language) is a standardized modeling language for object‑oriented software design. UML things include structural things, behavioral things, grouping things and annotational things. 中文:UML(统一建模语言)是面向对象软件设计的标准化建模语言。事物一般包含结构事物、行为事物、分组事物和注释事物。
English: Structural things are static parts, describing conceptual and physical elements. Structural things include class, interface, collaboration, use case, active class, component, artifact and node. 中文:结构事物通常是静态部分,描述概念和物理元素。结构事物包含类、接口、协作、用例、主动类、构件、制品、节点。
English: Behavioral things are the dynamic parts of UML models, acting as the verbs in models. They include interaction, state machine and activity. 中文:行为事物是 UML 模型动态部分,是模型中的动词。一般包含交互、状态机和活动。
English: Grouping things are the organizational parts of UML models, which are boxes decomposed from models. 中文:分组事物是 UML 模型的组织部分,是由一些模型分解成的盒子。
English: Annotational things are the comment parts of UML models. 中文:注释事物是 UML 的注释部分。
Four Kinds of UML Relationships UML 中四种关系
English: There are four kinds of relationships in UML: dependency, association, generalization and realization. 中文:UML 中四种关系:依赖、关联、泛化和实现。
English: Dependency is a semantic relationship between two things, where changes to one independent thing will affect the other thing. 中文:依赖是两个事物之间的语义关系,其中一个独立事物发生变化会影响另外一个事物。
English: Association is a structural relationship that describes a set of links. A link is a connection between objects. Aggregation is a special type of association that describes the whole‑part relationship. 中文:关联是一种结构关系,它描述了一组链,链是对象之间的连接。聚合是一种特殊的类型的关联,它描述了整体部分的关系。
English: Generalization is a special‑to‑general relationship. Child elements can substitute for parent‑element objects. In this way, child elements share the structure and behavior of parent elements. 中文:泛化是一种特殊与一般关系,子元素可替代父元素对象,通过这种方式子元素共享了父元素的结构和行为。
English: Realization is a semantic relationship between classifiers, in which one classifier specifies a contract that another classifier fulfills. 中文:实现是分类器之间的语义关系,其中一个分类器指定了另外一个分类器执行的契约。
UML Diagrams UML 图
English: UML diagrams include class diagram, object diagram, use case diagram, sequence diagram, communication diagram, state diagram, activity diagram, component diagram, composite structure diagram, deployment diagram, package diagram, interaction overview diagram and timing diagram. 中文:UML 图包含类图、对象图、用例图、序列图、通信图、状态图、活动图、构件图、组合结构图、部署图、包图、交互概览图和计时图。
English: A class diagram shows a set of classes, interfaces, collaborations and their relationships. 中文:类图展现了一组类、接口、协作以及它们之间的关系。
English: An object diagram shows a set of objects and their relationships at a certain moment. It describes a static snapshot of instances of things built in class diagrams. 中文:对象图展现了某一时刻一组对象以及它们之间的关系,描述了在类图中所建立事物的实例的静态快照。
English: A use case diagram shows a set of use cases, actors and their relationships. 中文:用例图展现了一组用例、参与者以及它们之间的关系。
English: Interaction diagrams are used to model dynamic aspects of systems. 中文:交互图用于对系统的动态方面进行建模。
English: A sequence diagram is a graphical representation of scenarios, describing interactions among objects organized in time order. 中文:序列图是场景的图形化表示,描述了以时间顺序组织的对象之间的交互活动。
English: A communication diagram emphasizes the organizational structure of objects that send and receive messages. It is also called collaboration diagram. 中文:通信图强调收发信息的对象的组织结构,也称协作图。
English: A timing diagram is an additional interaction diagram especially suitable for real‑time and embedded system modeling. It focuses on conditional changes inside and between lifelines along a linear time axis. 中文:计时图是另外一种新增的、特别适合实时和嵌入式系统的建模交互图,关注沿着线性时间轴,生命线内部、生命线之间的条件变化。
English: A state diagram shows a state machine, which consists of states, transitions, events and activities. State diagrams focus on dynamic views of systems. They are especially important for modeling interfaces, classes and collaborations, and emphasize the event order of object behaviors. 中文:状态图展现了一个状态机,它由状态、转换、事件和活动组成。状态图关注系统的动态视图,对于接口、类、协作的建模尤为重要,强调对象行为的事件顺序。
English: An activity diagram is a special kind of state diagram. It shows the flow from one activity to another within the system. 中文:活动图是一种特殊的状态图,展现了在系统内从一个活动到另外一个活动的流程。
English: A component diagram shows the organization and dependencies among a set of components. 中文:构件图展现了一组构件之间的组织和依赖。
English: A composite structure diagram describes the internal structure of a classifier such as a class, component or use‑case, as well as interaction interfaces between the classifier and other parts of the system. It shows how a group of collaborating instances complete specific tasks, and describes design architecture patterns or strategies. 中文:组合结构图用于描述一个分类器(如类、构件或者用例)的内部结构,以及分类器与系统中其他组成部分之间的交互接口。展现一组相互协作的实例如何完成特定的任务,描述设计架构模式或策略。
English: A deployment diagram is a modeling method for the physical design of object‑oriented systems. It shows runtime nodes and the configuration of components and artifacts within them. 中文:部署图是用来对面向对象系统的物理设计建模方法,展现了运行时节点以及其中构件、制品的配置。
English: A package diagram is a general mechanism for organizing models themselves into hierarchical structures. It cannot be executed. It shows organizational units decomposed from the model and the dependency relationships among them. 中文:包图是用于把模型本身组织成层次结构的通用机制,不能执行,展现由模型本身分解而成的组织单元以及其间的依赖关系。
Design Patterns 设计模式
English: A design pattern has four essential elements: pattern name, problem, solution and consequences. Design patterns are mainly divided into three categories: creational patterns, structural patterns and behavioral patterns. 中文:设计模式包含四个要素,模式名称、问题、解决方案、效果。主要分成三大类:创建型模式、结构型模式和行为型模式。
English: Creational patterns abstract the instantiation process. They help a system to be independent of how its objects are created, composed and represented. Creational patterns include Abstract Factory, Builder, Factory Method, Prototype and Singleton. 中文:创建型模式抽象了实例化过程,它帮助系统独立于如何创建、组合和表示它的那些对象。创建型模式包括:抽象工厂、生成器、工厂方法、原型、单例。
English: Structural patterns include Adapter, Bridge, Composite, Decorator, Facade, Flyweight and Proxy. 中文:结构型模式包括适配器、桥接、组合、装饰、外观、享元、代理。
English: Behavioral patterns include Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method and Visitor. 中文:行为型设计模式有责任链、命令、解释器、迭代器、中介者、备忘录、观察者、状态、策略、模板方法、访问者。
人人皆为创造者,共创方能共成长
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在全球化与数字化浪潮中,东方仙盟始终秉持开放协作、知识共享的理念,积极拥抱开源技术与开放标准。我们相信,唯有打破技术壁垒、汇聚全球智慧,才能真正推动行业的可持续发展。
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