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1、第十四章.面向?qū)ο蠼D暇┐髮W(xué)軟件學(xué)院主要內(nèi)容面向?qū)ο蠓治鲇美P停ㄐ袨槟P停I(yè)務(wù)流程建模:活動圖(行為模型)用例實現(xiàn)(交互):順序圖(行為模型)行為建模:狀態(tài)圖對象模型對象約束語言O(shè)CL面向?qū)ο蠼?. 面向?qū)ο蠓治霈F(xiàn)實世界的復(fù)雜模型復(fù)雜總是簡單部分的組合簡單部分又是更簡單部分的組合簡單組成復(fù)雜的過程存在層次性每個最小簡單部分獨立負責(zé)完成一系列相關(guān)任務(wù)相比較而言,每個組合內(nèi)部各部分的關(guān)系比其內(nèi)部與外部的關(guān)系都更緊密各個部分通過一致的接口進行組合,即一個部分對其它部分的所知僅僅是接口1. 面向?qū)ο蠓治鲇成洮F(xiàn)實模型的面向?qū)ο笏枷肴魏蜗到y(tǒng)都是能夠完成一系列相關(guān)目標(biāo)和任務(wù)的對象對象完成一個任務(wù)時會請
2、求一系列其他對象幫助其完成一些子目標(biāo)其他對象為了完成其任務(wù)又會請求將子目標(biāo)更細分為子子目標(biāo),并請求其他對象幫助完成子目標(biāo)的分解和責(zé)任分擔(dān)一直進行直到最后產(chǎn)生的子部分可以映射到計算實體計算實體:對象層次關(guān)系:聚合(組合)、繼承、關(guān)聯(lián)組合接口:一個對象暴露的接口1. 面向?qū)ο蠓治雒嫦驅(qū)ο蠼C嫦驅(qū)ο蠼#阂环N用于辨識系統(tǒng)環(huán)境中的對象及這些對象之間關(guān)系的技術(shù)OMT (James Rumbaugh)Booch方法(Grady Booch) UMLOOSE (Ivar Jacobson)Coad-YourdonShlaer-MellorFusionJacobsonBoochJacobsonRumbaug
3、h1. 面向?qū)ο蠓治鯱ML1. 面向?qū)ο蠓治鯱MLUML對象模型Object Model (Domain Model)用例模型Use Case Model行為模型Behavior Model狀態(tài)機模型對象約束語言O(shè)CL主要內(nèi)容面向?qū)ο蠓治鲇美P?ch6.5)(行為模型)業(yè)務(wù)流程建模:活動圖(ch5)(行為模型)用例實現(xiàn)(交互):順序圖(行為模型)行為建模:狀態(tài)圖對象模型對象約束語言O(shè)CL面向?qū)ο蠼?. 用例模型用例模型就是以用例為基本單位建立的一個系統(tǒng)功能展示模型,它是系統(tǒng)所有用例的集合,以統(tǒng)一、圖形化方式展示系統(tǒng)的功能和行為特性 用例是獲取和組織用戶需求的手段基本元素用例(Use Cas
4、e)參與者(Actor)關(guān)系(Relationship)系統(tǒng)邊界(System Boundary) 2. 用例模型SpecialActorSpecialActorActorBase Use CaseExtending UseCaseSpecialized Use CaseGeneral UseCaseBase Use CaseIncluded UseCaseCommunication2. 用例模型Role of Use Case Diagrams主要內(nèi)容面向?qū)ο蠓治鲇美P停ㄐ袨槟P停I(yè)務(wù)流程建模:活動圖(行為模型)用例實現(xiàn)(交互):順序圖(行為模型)行為建模:狀態(tài)圖對象模型對象約束語言O(shè)CL
5、面向?qū)ο蠼usiness process diagramA new form of data flow diagramAppears with business process reengineeringFour types of elements:Flow objectsConnecting objectsSwimlanesArtifactsBusiness process diagramActivity diagramsIntended for applications that need control flow or object/data flow models For exam
6、ple: business process modeling and workflow.It contents cover many use-cases and many classesIts adopted from BPMActivity Diagrams: the notationActionClass nameAction/activity node: an action or an activityObject node: represent an objectInitial node: beginning of a sequence of actions/activitiesFin
7、al activity node: stop all control flows and object flows in an activityFinal flow node: stop a specific control flow or object flowDecision nodeMerge nodeJoin nodeFork nodeSwim lane: break up an activity diagram into parts to assign the activities or actions to the actorsControl flowObject flow活動圖示
8、例19Activity nodesThree type of activity nodes:Action nodes: executable activity nodes; the execution of an action represents some transformations or processes in the modeled system (already seen)Control nodes: coordinate flows in an activity diagram between other nodesObject nodes: indicate an insta
9、nce of a particular object, may be available at a particular point in the activity (i.e Pins are object nodes)Activity edges (1)Are directed connectionsThey have a source and a target, along which tokens may flowAny number of tokens can pass along the edge, in groups at one time, or individually at
10、different timesWeight: determines the minimum number of tokens that must traverse the edge at the same timeIn this example we use a non-constant weight: an invoice for a particular job can only be sent when all of its tasks have been completed21Activity edges (2)Two kinds of edges:Control flow edge
11、- is an edge which starts an activity node after the completion of the previous one by passing a control tokenObject flow edge - models the flow of values to or from object nodes by passing object or data tokensNotation without activity nodesNotation without activity nodes22Control nodes decision no
12、desRoute the flow to one of the outgoing edges (tokens are not duplicated)Guards are specified on the outgoing edges or with the stereotype decisionInputThere is also the predefined guard else, chosen only if the token is not accepted by all the other edgesIf all the guards fail, the token remains a
13、t the source object node until one of the guards accept it23Control nodes merge nodesBring together multiple alternate flowsAll controls and data arriving at a merge node are immediately passed to the outgoing edgeThere is no synchronization of flows or joining of tokens24Control nodes fork nodesFor
14、k nodes split flows into multiple concurrent flows (tokens are duplicated)25Control nodes join nodesJoin nodes synchronize multiple flowsGenerally, controls or data must be available on every incoming edge in order to be passed to the outgoing edge, but user can specify different conditions under wh
15、ich a join accepts incoming controls and data using a join specification Control nodes final nodesFlow final:destroys the tokens that arrive into itthe activity is terminated when all tokens in the graph are destroyed行為模型建模建立活動圖確定活動圖的上下文環(huán)境 界定業(yè)務(wù)流程的處理界限 分析業(yè)務(wù)流程中的主要處理步驟 分析業(yè)務(wù)流程中的主要數(shù)據(jù)流 進行職責(zé)分配,將業(yè)務(wù)流程的處理步驟劃分
16、到不同的泳道,并將處理步驟和數(shù)據(jù)流的傳遞組織起來,建立活動圖 添加活動圖的詳細信息,完善活動圖描述 行為模型建模建立活動圖復(fù)雜流程 More Activity Diagram ElementsSee 30Object nodesHold data temporarily while they wait to move through the graphSpecify the type of values they can hold (if no type is specified, they can hold values of any type)Can also specify the st
17、ate of the held objectsThere are four kinds of object nodes:Pins(three differents notations)Activity Parameter NodesCentral Buffer NodesData Store Nodes31Object nodes centralBufferA central buffer node is an object node that manages flows from multiple sources and destinations (as opposed to pins an
18、d parameters) Acts as a buffer for multiple input flows and output flows Is not tied to an action like pins, or to an activity like activity parameter nodesThe centralBuffer node collects the object Parts, and each Part can be used or packet (but not both)32Object nodes datastoreIs a specific centra
19、l buffer node which stores objects persistently Keeps all tokens that enter into itTokens chosen to move downstream are copied so that tokens never leave the data storeIf arrives a token containing an object already present in the data store, this replaces the old oneTokens in a data store node cann
20、ot be removed (they are removed when the activity is terminated)33Object nodes - multiplicities and upperBoundMultiplicities: specify the minimum (0) and maximum number of values each pin accepts or provides at each invocation of the action:when is available the minimum number of values, the action
21、can startif there is more values than the maximum, the action takes only the first maximum valueUpperBound: shows the maximum number of values that an object node can hold: at runtime, when the upper bound has been reached, the flow is stopped (buffering)34Object nodes effect and orderingEffect: pin
22、s can be notated with the effect that their actions have on objects that move through the pinThe effects can be: create (only on output pins), read, update or delete (only on input pins)Ordering: specifies the order in which the tokens of an object node are offered to the outgoing edges (FIFO, LIFO
23、or modeler-defined ordering)35Special kind of pins (1)Streaming Parameters (notated with STREAM): accept or provide one or more values while an action is executingException Output Parameters (notated with a triangle)Provide values to the exclusion of any other output parameter or outgoing control of
24、 the actionThe action must immediately terminate, and the output cannot quitSpecial kind of pins (2)Parameter Setsgroup of parametersthe action can only accept inputsfrom the pins in one of the setsthe action can only provide outputsto the pins in one of the setsValuePin: special kind of input pin d
25、efined to provide constant values (the type of specificated value must be compatible with the type of the value pin)Compute circumference3.14RayvalueOutput is provided only to the first or to the second setActivity edges presentation optionsAn edge can also be notated using a connectorEvery connecto
26、r with a given label must be paired with exactly one other with the same label on the same activity diagramis equivalent toTo reduce clutter in complex diagrams, object nodes may be elidedis equivalent to38Activity edges - transformationIt is possible to apply a transformation of tokens as they move
27、 across an object flow edge (each order is passed to the transformation behaviour and replaced with the result)In this example, the transformation gets the value of the attribute Customer of the Order objecttransformation specificationSelectionSpecifies the order (FIFO, LIFO or modeler-defined order
28、ing) in which tokens in the node are offered to the outgoing edgesCan be applied to:Object node - specifies the object node ordering, choosing what token offers to the outgoing edge whenever it asks a tokenEdge - chooses the order on which tokens are offered from the source object node to the edge (
29、overrides any selection present on the object node, that is object node ordering)40Token competitionA parameter node or pin may have multiple edges coming out of it, whereupon there will be competition for its tokens, because object nodes cannot duplicate tokens while forks canThen there is indeterm
30、inacy in the movement of data in the graph41ActivityPartition (1)Partitions divide the nodes and edges for identifying actions that have some characteristics in commonThey often correspond to organizational units in a business modelPartitions can be hierarchical and multidimensionalAdditional notati
31、on is provided: placing the partition name in parenthesis above the activity name42ActivityPartition (2)Partition notated to occur outside the primary concern of the modelPre & post condition (1)Can be referred to an activity or to an action (local condition)45Pre & post condition (2)46SendSignalAct
32、ionCreates a signal instance from its inputs, and transmits it to the target object (local or remote)A signal is an asynchronous stimulus that triggers a reaction in the receiver in an asynchronous way and without a replyAny reply message is ignoredTime triggers and Time eventsA Time trigger is a tr
33、igger that specifies when a time event will be generatedTime events occur at the instant when a specified point in time has transpiredThis time may be relative or absoluteRelative time trigger: is specified with the keyword after followed by an expression that evaluates to a time valueAbsolute time
34、trigger: is specified as an expression that evaluates to a time valueJan, 1, 2000, Noonafter (5 seconds)Relative time triggerAbsolute time triggerAcceptEventActionWaits for the occurrence of an event meeting specified conditionsTwo kinds of AcceptEventAction:Accept event action accepts signal events
35、 generated by a SendSignalActionWait time action accepts time eventsAccept event actionWait time actionThe objects stored in Personnel are only retrieved when the join succeeds (only once a year)49InterruptibleActivityRegionIs an activity group (sets of nodes and edges) that supports termination of
36、tokens flowing into itWhen a token leaves an interruptible region via interrupting edges, all tokens and behaviours in the region are terminatedToken transfer is still atomic: a token transition is never partial; it is either complete or it does not happen at all (also for internal stream)Interrupti
37、ng edgeExceptionsException handler - specifies the code to be executed when the specified exception occurs during the execution of the protected nodeWhen an exception occurs the set of execution handlers on the action is examined to look for a handler that matches (catches) the exception If the exce
38、ption is not caught, it is propagated to the enclosing protected node, if one existsIf the exception propagates to the topmost level of the system and is not caught, the behaviour of the system is unspecified; profiles may specify what happens in such cases51ExpansionRegion (1)Nested region of an ac
39、tivity in which each input is a collection of valuesThe expansion region is executed once for each element (or position) in the input collectionOn each execution of the region, an output value from the region is inserted into an output collection at the same position as the input elements52Expansion
40、Region (2)There are three ways of interaction between the executions:Parallel (concurrent): all the interactions are independentIterative: the interactions occur in the order of the elements (the executions of the region must happen in sequence, with one finishing before another can begin)Stream (st
41、reaming): there is a single execution of the region, where the values in the input collection are extracted and placed into the execution of the expansion region as a stream (in order if the collection is ordered)Parameter nameParameter nameParameter nameOutput parameterActivity nodesActivity edgesI
42、nput parameterActivitiesAn activity is the specification of parameterized behaviour as the coordinated sequencing of subordinate units whose individual elements are actionsUses parameters to receive and provide data to the invokerAn action can invoke an activity to describe its action more finelyThi
43、s action invokes the activity Fill Order主要內(nèi)容面向?qū)ο蠓治鲇美P停ㄐ袨槟P停I(yè)務(wù)流程建模:活動圖(行為模型)用例實現(xiàn)(交互):順序圖(行為模型)行為建模:狀態(tài)圖對象模型對象約束語言O(shè)CL面向?qū)ο蠼?. 行為模型交互圖交互圖以一組對象為中心的交互描述技術(shù) 描述在特定上下文環(huán)境中一組對象的交互行為 通常描述的是單個用例的典型場景交互圖中的每一個交互都描述了環(huán)境中的對象為了實現(xiàn)某個目標(biāo)而執(zhí)行的一系列消息交換 順序圖和通信圖是最常用的 交互圖交互圖中出現(xiàn)的對象應(yīng)該在領(lǐng)域模型中有相應(yīng)的對象存在 4. 行為模型 交互圖順序圖4. 行為模型 交互圖通信圖消息se
44、quence-expression:message messageattribute=name(argument):return-value sequence-expression label iteration-expression iteration-expression *iteration-clause|condition-clause redisplay ()message1: displayPositions (window)1.1 *i := 1.n: drawSegment (i): Controller: Windowwire :Wirenew: Lineleft : Bea
45、dright : Bead1.1.1a: r0 := position ()1.1.1b: r1 := position ()wirelocal linecontents newwindowselfwindow parameter1.1.2: create (r0, r1)1.1.3: display (window) add (self)object symbollink symbolstandard stereotypestandard stereotypestandard stereotypestandard constraintstandard constraint4. 行為模型 交互
46、圖系統(tǒng)順序圖將整個系統(tǒng)看作一個黑箱的對象,強調(diào)外部參與者和系統(tǒng)的交互行為,重點展示系統(tǒng)級事件 Depicting a Fragment Graphicallysd sampleclientorderinventoryreqLocate itemoperatorop1InteractionFragment InteractionFragmentOperationName:(e.g. loop)Interaction FragmentOperandExampleOptionsarchive(msg)msg : Message: DatabaseoptDo something.msg.status=
47、confirmedFragmentConditionUsed for modeling simple optional blocks.Has one operand; no else guard.Alternativesarchive(msg)msg : Message: DatabaseCondition: Adminaltnotify(msg.getID()wait()msg.status=confirmedmsg.status=errorelseElse condition(optional)Alternative Fragment groupExecution regions. At
48、most one will execute.LoopsDisplay() : OS: Folder: FilelooploopDisplay()for each Folderfor each FileLoop FragmentConditionNested Loop FragmentBreaksisLooged = login(name,pass) : User: User Manager : PolicyaddBadLogin(name)breakisLoogedDo somethingDo something If the condition is met, the break fragm
49、ent is executed, and the reminder of the sequence is ignoredHandy in model exception handlingReferencing a diagramlogin(name,pass) : User: User Manager : PolicyLogin Handling(user,pass) :boolrefDo somethingDo something Reference GateReferenced Diagram: User Manager: UserAccountsd Login Handlingloopc
50、Name -= getUseNamer()for each UserAccountlogin(name,pass)optcName = namecName -= getUseNamer()isInSystem(true)truefalseDiagram nameInput messageOutput messageParallel FragmentsprovideDetails() : User: Checkout Handler : Shipping HandlerperformCheckout() : Transaction HandlerparShip(address,products)
51、provideDetails()chargeMoney(CC,sum)建立交互圖建立典型場景的系統(tǒng)順序圖(1)確定系統(tǒng)順序圖的上下文環(huán)境(2)找出參與交互的對象。(3)根據(jù)發(fā)現(xiàn)的對象建立交互圖框架。將對象平行排列,并添加對象的生命線。(4)添加消息,描述交互行為。以消息的方式,將對象之間的交互行為描述出來,并建立行為之間的順序。建立交互圖建立用例(多場景)系統(tǒng)順序圖先為主流程場景建立基礎(chǔ)的系統(tǒng)順序圖,然后根據(jù)分支場景與異常場景的分支點、異常點,建立組合片段描述建立交互圖建立詳細順序圖簡單項目:系統(tǒng)順序圖復(fù)雜項目,系統(tǒng)順序圖粒度太大,可以考慮適度使用詳細順序圖建立詳細順序圖的關(guān)鍵是正確識別參與交
52、互的對象,這個可以借鑒領(lǐng)域模型的工作詳細順序圖仍然只是分析模型,不要添加設(shè)計因素建立交互圖,發(fā)現(xiàn)需求缺陷建立交互圖時最常發(fā)現(xiàn)的問題是系統(tǒng)的交互行為缺失。組合片段和消息描述可能會發(fā)現(xiàn)行為數(shù)據(jù)的問題。如果一個交互消息的數(shù)據(jù)內(nèi)容在領(lǐng)域模型中沒有描述,就意味著其數(shù)據(jù)內(nèi)容是缺失的。如果組合片段監(jiān)護條件使用的數(shù)據(jù)內(nèi)容在領(lǐng)域模型中沒有描述,也意味著其數(shù)據(jù)內(nèi)容的缺失。主要內(nèi)容面向?qū)ο蠓治鲇美P停ㄐ袨槟P停I(yè)務(wù)流程建模:活動圖(行為模型)用例實現(xiàn)(交互):順序圖(行為模型)行為建模:狀態(tài)圖對象模型對象約束語言O(shè)CL面向?qū)ο蠼?. 行為模型 狀態(tài)圖狀態(tài)圖以狀態(tài)機理論為基礎(chǔ)建立的對系統(tǒng)行為的描述手段狀態(tài)機是以“
53、狀態(tài)”概念為基礎(chǔ)解釋系統(tǒng)行為的一種技術(shù)有限狀態(tài)機FSM(Finite State Machine)是用于建模的最簡單的狀態(tài)機在FSM技術(shù)基礎(chǔ)之上,發(fā)展出了多種分支技術(shù)(FSM,STD,Yourdon,SDL,STM,SC),UML的狀態(tài)圖SD(State Diagram) 也是其中之一。主要用于描述重要而且復(fù)雜的對象的所有行為這個對象的行為通常要涉及很多(甚至大部分)的用例4. 行為模型 狀態(tài)圖狀態(tài)機理論狀態(tài)機理論認為,系統(tǒng)總是處于一定的狀態(tài)之中。而且,在某一時刻,系統(tǒng)只能處于一種狀態(tài)之中。系統(tǒng)在任何一個狀態(tài)中都是穩(wěn)定的,如果沒有外部事件觸發(fā),系統(tǒng)會一直持續(xù)維持該狀態(tài)。如果發(fā)生有效的觸發(fā)事件,
54、系統(tǒng)將會響應(yīng)事件,從一種狀態(tài)轉(zhuǎn)移到唯一的另一種狀態(tài)。如果能夠羅列出系統(tǒng)所有可能的狀態(tài),并發(fā)現(xiàn)所有有效的外部事件,那么就能夠從狀態(tài)轉(zhuǎn)移的角度完整的表達系統(tǒng)的所有行為 DefinitionA finite automata is a 5-tuple (Q, , , q0, F), whereQ is a finite set called the states, is a finite set called the alphabet (inputs), : Q Q is the transition function, q0 Q is the start state, and F Q is the
55、 set of accept states (final states).4. 行為模型 狀態(tài)圖簡單示例Readystop/ctr := 0Stop normal狀態(tài)觸發(fā)行為開始狀態(tài)轉(zhuǎn)換結(jié)束狀態(tài)Done監(jiān)護條件事件Example: UML State chart DiagramsState Machine DiagramsCompound States - A state machine diagram may include sub-machine diagrams, as in the example below.Alternative way to show the same infor
56、mationThe symbol indicates that details of the Check PIN sub-machine are shown in a separate diagram.Entry Point - Sometimes you wont want to enter a sub-machine at the normal initial state. Exit Point - In a similar manner to entry points, it is possible to have named alternative exit points. State
57、 Machine DiagramsState Machine DiagramsChoice Pseudo-State - A choice pseudo-state is shown as a diamond with one transition arriving and two or more transitions leaving. State Machine DiagramsJunction Pseudo-State - Junction pseudo-states are used to chain together multiple transitions. A single ju
58、nction can have one or more incoming, and one or more outgoing, transitions; Terminate Pseudo-State - Entering a terminate pseudo-state indicates that the lifeline of the state machine has ended. State Machine DiagramsHistory States - A history state is used to remember the previous state of a state
59、 machine when it was interrupted. UML SD詳細的使用見:表142、UML的狀態(tài)圖表示法行為模型建模建立狀態(tài)圖確定上下文環(huán)境 搞清楚狀態(tài)的主體常見的狀態(tài)主體有:類、用例、多個用例和整個系統(tǒng) 識別狀態(tài),標(biāo)記初始狀態(tài)和結(jié)束狀態(tài)可能會不存在確定的初始狀態(tài)和結(jié)束狀態(tài) 建立狀態(tài)轉(zhuǎn)換 補充詳細信息,完善狀態(tài)圖 狀態(tài)數(shù)量較多時,考慮建立層次結(jié)構(gòu)(狀態(tài)或)或并發(fā)結(jié)構(gòu)(狀態(tài)與)行為模型建模建立狀態(tài)圖授權(quán)空閑銷售開始商品信息顯示錯誤提示列表顯示銷售結(jié)束授權(quán)YY空閑YYYY銷售開始Y商品信息顯示YY錯誤提示Y列表顯示Y銷售結(jié)束Y建立狀態(tài)圖,發(fā)現(xiàn)需求缺陷如果狀態(tài)圖中發(fā)現(xiàn)有無法進入的
60、狀態(tài)或者無法跳出的狀態(tài),就意味著相應(yīng)行為的缺失如果一個狀態(tài)在發(fā)生觸發(fā)時轉(zhuǎn)移路線不確定,就意味著監(jiān)護條件數(shù)據(jù)缺失或者行為需要細化如果應(yīng)該建立的狀態(tài)轉(zhuǎn)移在需求內(nèi)容中沒有體現(xiàn),就需要修正需求內(nèi)容如果應(yīng)該存在的狀態(tài)在需求內(nèi)容中沒有體現(xiàn),也需要修正需求內(nèi)容主要內(nèi)容面向?qū)ο蠓治鲇美P停ㄐ袨槟P停I(yè)務(wù)流程建模:活動圖(行為模型)用例實現(xiàn)(交互):順序圖(行為模型)行為建模:狀態(tài)圖對象模型對象約束語言O(shè)CL面向?qū)ο蠼?.1 對象模型組成元素對象對象對象是指在一個應(yīng)用當(dāng)中具有明確角色的獨立可確認的實體 每個對象都要包含標(biāo)識唯一的標(biāo)識自己,引用 狀態(tài)對象的特征描述,包括對象的屬性和屬性的取值 行為對象在其狀態(tài)
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