Top 10 Principles for Software Generation (zt)代码生成的十大原则

本文提出了企业软件生成领域的十大指导原则,旨在通过提供增量和可扩展的方法,支持多样化的输入来源,确保开发者能够灵活地采用生成技术。同时,强调了避免技术锁定、支持后期更改的重要性,并提倡按需生成及自动化请求。

source: http://www.skywayperspectives.org/blog/?p=688

I thought it might be worth while to start to document Skyway’s point of view regarding enterprise software generation, and the things that we think are important in this space. Our goal is to promote an active conversation and to solicit feedback of all sorts to ensure that we are working to address those areas that the industry feels are most important to the adoption of generative techniques and ultimately the simplification of delivering enterprise software.

Our Top 10 Guiding Principles for Software Generation

  1. Offer Incremental and Additive Approaches - Developers should be able to realize the benefits of software generation on their own terms using as much or as little of a generation system as they wish
  2. Extensibility is Key - The generation system must be extendible, configurable, and customizable at every level
  3. Exploit Every Asset - The possible sources of inputs to the generation should be as diverse as possible and be expandable by developers
  4. Support Every Developer - Provide tooling options that enable the widest set of development approaches and experience levels
    1. UML
    2. Skyway DSL / Visual Editors
    3. Other DSMLs (either UML-based or MOF/EMF-based)
    4. java
    5. Command Line Interface
  5. Don’t Repeat ANYONE - Enforce the DRY principle by acknowledging that java code is not the only place, and often is not the first place, where the definition of software concepts may occur.
  6. Offer Options for Post-Generation Changes - Changes to generated artifacts should be supported through a combination of:
    1. Source Round Tripping
    2. Intelligent Merging
    3. User Editable Dependency Injections
    4. Generation Componentization (Smallest possible components)
  7. Avoid Lock-In – Generated artifacts should be indistinguishable from those that would be written by hand by a developer following best practices. Developers should be able to walk away from the Generation approach at any time.
  8. Technology Changes as Often as the Requirements - Provide a clean translation from conceptual design to implementation remaining as permissive as possible to long term syntactical changes in the implementation language, architectural approach, and runtime framework
  9. Generate on Demand, Automate by Request - Give developers control over when and how the generation and reverse generation processes will run (Automatically or “On Demand”)
  10. Ex Uno Plures (Out of One, Many) - Deliver as much functionality as desired with as few inputs as required

In my next few blogs I’ll begin to add detail to these concepts and dive into the Skyway implementation a bit, where we are, and where we are going. I’d love to hear more feedback from the community about what principles you think are important. I’d also like to know what things you currently spend time on that you would like to see automated or generated in the future. In the interim, you can check out our open source project here.

UPDATE - The second installment in this series of blog posts has been publishedhere.

<!-- AddThis Button BEGIN -->

本研究基于扩展卡尔曼滤波(EKF)方法,构建了一套用于航天器姿态轨道协同控制的仿真系统。该系统采用参数化编程设计,具备清晰的逻辑结构和详细的代码注释,便于用户根据具体需求调整参数。所提供的案例数据可直接在MATLAB环境中运行,无需额外预处理步骤,适用于计算机科学、电子信息工程及数学等相关专业学生的课程设计、综合实践或毕业课题。 在航天工程实践中,精确的姿态轨道控制是保障深空探测、卫星组网及空间设施建设等任务成功实施的基础。扩展卡尔曼滤波作为一种适用于非线性动态系统的状态估计算法,能够有效处理系统模型中的不确定性测量噪声,因此在航天器耦合控制领域具有重要应用价值。本研究实现的系统通过模块化设计,支持用户针对不同航天器平台或任务场景进行灵活配置,例如卫星轨道维持、飞行器交会对接或地外天体定点着陆等控制问题。 为提升系统的易用性教学适用性,代码中关键算法步骤均附有说明性注释,有助于用户理解滤波器的初始化、状态预测、观测更新等核心流程。同时,系统兼容多个MATLAB版本(包括2014a、2019b及2024b),可适应不同的软件环境。通过实际操作该仿真系统,学生不仅能够深化对航天动力学控制理论的认识,还可培养工程编程能力实际问题分析技能,为后续从事相关技术研究或工程开发奠定基础。 资源来源于网络分享,仅用于学习交流使用,请勿用于商业,如有侵权请联系我删除!
评论
成就一亿技术人!
拼手气红包6.0元
还能输入1000个字符
 
红包 添加红包
表情包 插入表情
 条评论被折叠 查看
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值