我们都知道什么是设计模式。
设计指导部分解释了什么是模式元素,以及与这些元素相关联的替代和权衡。
A design guide section explains what the elements of the patterns actually are, and the alternatives and trade-offs associated with these elements.
同时,您还应当理解什么是可重用软件资产和模式,以及如何使用Rational Software Architect来将它们包含在您的设计中。
Also, you should understand what reusable software assets and patterns are, and how you can use Rational software Architect to include them in your design.
由于JSF框架是根据模型-视图-控制器(MVC)模式设计的,我们应该首先考虑视图中要显示什么数据。
Since the JSF framework is designed following the Model-View-Controller pattern, we should first consider the data which each view will display (the Model).
每个月我们都将探索设计模式、可靠软件设计的原则以及为什么“最佳实践”是最好的,同时也关注如何将它们应用于实际问题。
Each month, we'll explore design patterns, principles of reliable software design, and why "best practices" are best, with an eye to how they are applied to real problems.
设计模式中的设计意图是一个什么样的角色呢?
把闭包应用于函数模式是令人兴奋的,一旦这么做了之后,再把它们应用于面向对象设计模式,就不是什么大事情了。
Applying closures to functional patterns is exciting, and once you've done that, it's not too big a stretch to apply them to object-oriented design patterns.
在前一篇专栏文章中,我描述了如何使用简单和复杂原型(请参阅侧栏什么是原型?)来简化和使XML模式设计有效率。
In my previous column, I described how simple and complex archetypes (see the sidebar What are archetypes?) may be used to simplify and streamline your XML schema designs.
本文旨在探讨什么是任务型教学中的“诧异”,并试图设计出一个“诧异”教学模式。
This paper mainly discusses what a surprise task is and tries to propose a model for surprise task activity.
设计就是一个“冰”到“水”到“汽”的过程,本质没有变,变是你用什么样的方式去改变它,变是的你思考的角度,思考的模式。
Design is a kind of "ice" to the "water" to "steam" of the essence has not changed, change what you use is the way to change it, change your thinking is the Angle thinking model.
设计就是一个“冰”到“水”到“汽”的过程,本质没有变,变是你用什么样的方式去改变它,变是的你思考的角度,思考的模式。
Design is a kind of "ice" to the "water" to "steam" of the essence has not changed, change what you use is the way to change it, change your thinking is the Angle thinking model.
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