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been exceptionally important in drawing attention to international teams. The first professional men39。 Eddie Gottlieb39。s prestige began to decline. Professional basketball remained a disorganized and stodgy sport up until the late 1940s, with barnstorming still central to the game and most players still using the set shot. In 1946, however, hockey owners, led by Maurice Podoloff, created the Basketball Association of America (BAA) in the East to fill their arenas, but few fans came, even after Joe Fulks of Philadelphia introduced the jump shot. The BAA39。s devotion to the set shot and encouraging a more open game. In consecutive years the center jump was eliminated after free throws and then after field goals, thus speeding up the game and allowing for more scoring. In 1938, Irish created the National Invitation Tournament (NIT) in the Garden to determine a national champion. Although postseason tournaments had occurred before, the NIT was the first with major colleges from different regions and proved to be a great financial success. The National Collegiate Athletic Association (NCAA) created its own postseason tournament in 1939 but did not rival the NIT in prestige for some time. The 1940s saw significant changes for college basketball. Players began using the jump shot after Kenny Sailors of Wyoming wowed the East with it in 1943. The behindtheback dribble and pass also appeared, as did exceptional big men. Bob Kurland at Oklahoma Aamp。s original thirteen rules remain, the game soon changed considerably, and the founder had little to do with its evolution. The first intercollegiate game was played in Minnesota in 1895, with nine players to a side and a final score of nine to three. A year later, the first fiveman teams played at the University of Chicago. Baskets were now constructed of twine nets but it was not until 1906 that the bottom of the nets were open. In 1897, the dribble was first used, field goals became two points, foul shots one point, and the first professional game was played. A year later, the first professional league was started, in the East, while in 1900, the first intercollegiate league began. In 1910, in order to limit rough play, it was agreed that four fouls would disqualify players, and glass backboards were used for the first time. Nonetheless, many rules still differed, depending upon where the games were played and whether professionals, collegians, or YMCA players were involved. College basketball was played from Texas to Wisconsin and throughout the East through the 1920s, but most teams played only in their own regions, which prevented a national game or audience from developing. Professional basketball was played almost exclusively in the East before the 1920s, except when a team would barnstorm into the Midwest to play local teams, often after a league had folded. Before the 1930s very few games, either professional or amateur, were played in facilities suitable for basketball or with a perfectly round ball. Some were played in arenas with chicken wire separating the players from fans, thus the word cagers, others with posts in the middle of the floor and often with balconies overhanging the corners, limiting the areas from which shots could be taken. Until the late 1930s, all players used the twohand set shot, and scores remained low. Basketball in the 1920s and 1930s became both more organized and more popular, although it still lagged far behind both baseball and college football. In the pros, five urban, ethnic teams excelled and played with almost no college graduates. They were the New York Original Celtics。s game changed radically in 1971 when separate rules for women were modified to more closely resemble the men39。 the ball was the objective. To score, the ball had to be shot through a horizontal, elevated goal. The team with the most points at the end of an allotted time period wins. Early in the history of basketball, the local YMCAs provided the gymnasiums, and membership in the organization grew rapidly. The size of the local gym dictated the number of players。請(qǐng)仔細(xì)閱讀上面的描述,畫出數(shù)據(jù)流程圖。教師可以查詢自己銀行卡的金額。 請(qǐng)根據(jù)要求畫出該問題的數(shù)據(jù)流程圖。2軟件的用戶分為游客和登陸會(huì)員,登陸會(huì)員分為群成員和非群成員,群成員分為群主和群普通成員、群管理員,請(qǐng)用類的繼承關(guān)系描述用戶群。這種現(xiàn)象早在20世紀(jì)60年代被定義為“軟件危機(jī)”。功能需求定義了軟件開發(fā)人員必須實(shí)現(xiàn)的軟件功能。請(qǐng)說明判定表的作用及其結(jié)構(gòu)。參考答案:疲倦YYYYNNNN感興趣YYNNYYNN糊涂YNYNYNYN重讀√繼續(xù)√跳到一下章√√休息√√√√化簡為:疲倦YNNN感興趣YYN糊涂YN重讀√繼續(xù)√跳到一下章√休息√1活動(dòng)圖與狀態(tài)圖的區(qū)別?(1)描述的重點(diǎn)不同:活動(dòng)圖描述的是從活動(dòng)到活動(dòng)的控制流;狀態(tài)圖描述的是對(duì)象的狀態(tài)及狀態(tài)之間的轉(zhuǎn)移。1請(qǐng)舉例說明用例之間的包含關(guān)系和擴(kuò)展關(guān)系的區(qū)別?包含關(guān)系用于構(gòu)造多個(gè)用例共同的活動(dòng)。 A=1 B=1。 (B=2) T=T+1。else T=T+2。用戶在原型系統(tǒng)上可以進(jìn)行基本操作,并且提出改進(jìn)意見,分析人員根據(jù)用戶的意見完善原型,然后再由用戶評(píng)價(jià),提出建議,如此往復(fù),直到開發(fā)的原型系統(tǒng)滿足了用戶的需求為止。a,amp。軟件設(shè)計(jì)時(shí)追求高內(nèi)聚、低耦合。請(qǐng)說明對(duì)象模型的作用是什么?對(duì)象模型:表示靜態(tài)的、結(jié)構(gòu)化的系統(tǒng)“數(shù)據(jù)”性質(zhì)。一個(gè)程序片段如下,請(qǐng)?jiān)O(shè)計(jì)符合判定覆蓋的測(cè)試用例。printf(min= %d,min)。i10。j++){max=(maxa[j]?max:a[j])。讀懂下面的程序,調(diào)整格式,使其更容易理解,并添加注釋。 (b0) { c=a+b。面向?qū)ο蟮姆治鐾ǔR⑷齻€(gè)模型,請(qǐng)問三個(gè)模型的作用?1)功能模型:表達(dá)系統(tǒng)的詳細(xì)需求,為軟件的進(jìn)一步分析和設(shè)計(jì)打下基礎(chǔ)。(1)軟件是一種邏輯實(shí)體,具有抽象性,無法看到軟件本身的形態(tài),必須通過觀察、分析、思考和判斷才能了解它的功能和性能。13.首先用(配置圖)描述系統(tǒng)的物理構(gòu)架,然后將需求分析階段捕獲的系統(tǒng)元素分配到這些物理節(jié)點(diǎn)上。4.可行性研究的主要目的是(確定系統(tǒng)是否值得開發(fā))。9(程序員應(yīng)該仔細(xì)測(cè)試自己編寫的程序代碼)不符合軟件測(cè)試原則。88所有程序設(shè)計(jì)語言的基本成分都可歸納為:數(shù)據(jù)成分、(運(yùn)算成分)、控制成分和傳輸成分。 8動(dòng)態(tài)模型描述系統(tǒng)的動(dòng)態(tài)結(jié)構(gòu)和對(duì)象之間的交互,表示瞬時(shí)的、行為化的系統(tǒng)“控制”特性。)。6數(shù)據(jù)流程圖的主要作用是(描繪系統(tǒng)的邏輯模型)。5Gantt圖直觀簡明、易學(xué)易用,但它不能(直接反應(yīng)任務(wù)間的依賴關(guān)系和關(guān)鍵路徑)。50、瀑布模型存在的問題是(缺乏靈活性)。4繼承耦合是(一般化類與特殊化類)之間的一種關(guān)聯(lián)形式,設(shè)計(jì)時(shí)應(yīng)該適當(dāng)使用這種耦合。3在設(shè)計(jì)測(cè)試用例時(shí),應(yīng)該包括(上面所有情況)測(cè)試用例。2信息隱藏的核心內(nèi)容是(一個(gè)模塊的內(nèi)部信息不允許其他模塊直接訪問)。 功能模型用于表達(dá)系統(tǒng)的需求,為軟件的進(jìn)一步分析和設(shè)計(jì)打下基礎(chǔ)。1美國卡內(nèi)基﹒梅隆大學(xué)制定的SWCMM是(軟件成熟度模型)。計(jì)算機(jī)病毒是指(一組自我復(fù)制和自動(dòng)執(zhí)行的具有破壞能力的代碼)。軟件結(jié)構(gòu)圖中沒有(判斷)元素。1軟件調(diào)研報(bào)告是在(需求分析之前)提交的時(shí)候。2針對(duì)需求不確定的軟件開發(fā),比較好的模型是(快速原型化模型)。用(靜態(tài))模型建立系統(tǒng)組織結(jié)構(gòu)。(30%,70%)3軟件項(xiàng)目管理的內(nèi)容不包括(技術(shù)和算法)。4由于面向?qū)ο笾械睦^承和消息機(jī)制,使得軟件測(cè)試(更加復(fù)雜)。 5框架是一組可用于不同應(yīng)用的(類)的集合。6軟件工程的研究內(nèi)容具有層次化結(jié)構(gòu),最底層是質(zhì)量保證層,中間層是(過程層和方法層),最上層是工具層。6內(nèi)容耦合是模塊間最緊密的耦合,(非直接耦合)是模塊間最松散的耦合。7關(guān)于軟件需求特性不正確的描述是“軟件需求具有(準(zhǔn)確性)”。8每個(gè)子系統(tǒng)