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Dojo的设计哲学

Understanding Your Own Footprint
理解你自己的足迹

Every useful system carries the imprint of its designers. From bridges to spoons, the expression of a builder's skill, philosophies, and production constraints are exposed in the final product. Software is no different, except in its propensity to change. Software mutates in response to users needs, and in that change, a continual re-impriting of a designer's skill and sense of taste takes place.
每一个有用的系统留下它的设计师的烙印。从桥梁到勺子,一个建造者技巧的表达,哲学家,和产品约束在最终的产品中被暴露。软件是不同的,除了它的变化的倾向。在用户需要的反应中的软件变异,和在那种改变中,一个连续的重复的不可能的一个设计师的技巧和味觉产生。
This has the potential to cause continuity problems for others, be they end users or other developers. Reducing these confusing aspects (cognitive load) allows software consumers of every type to feel better about a block of code. With every interaction, their pre-conceived notions of how the thing will behave serve them instead of forming an obstacle for them to overcome. Their instincts are turned into a valuable tool by elegantly and consistently designed software.
这是为其他产生持续问题的本质,是他们最终用户或其他开发者。减少这些混乱的方面(认知的负荷)允许每一种类型的软件消费者感觉更好关于一些代码。伴随每一次交互,他们的预设想的概念是这些东西如何运转服务他们而不是组成一个为他们跨越的障碍。他们的本能是通过优美和一贯地设计的软件变成一个有价值的工具。
Dojo, as a project, should meet expectations in this way. This doesn't mean that you have to agree with every design decision that's been made in the project (dissent is healthy) or that the guiding principles outlined here are written in stone. They should, however, capture the way design choices have been made to date and serve as a guide for making future decisions.
     Dojo,作为一个项目,应该满足这样的期望。这不意味这你不得不同意每一个设计决定,即它已经向项目中进入(不同意是健康的)或者那写入石头中的导向原理轮廓。他们应该是,然而,捕捉设计选择的方法已经提到日程和作为未来决定的向导。

Dojo Guiding Principles
Dojo的设计导向原则

Reduce barriers to adoption.
采用减少障碍物。
Simply put, do not give users reasons not to choose your code. This affects everything from design to licensing to packaging.
简单放置,但是不给用户不使用你代码的原因。这影响从设计到专利的包装的每件事情。
Simple first, fast later
简单优先,快在后
Make it simple to use first, make it fast when it's approprite. Simple here means simple for users, not for us. We should work as hard as necessary to make things simple for end users. This principle goes to reducing barriers to adoption. Things should be as easy as possible for the common case but transparently "upgradeable" to a faster code path if the end user is willing to learn about the performance dials and knobs.
首要的简单使用,当它是适合的将它打上结。 简单这里意味这对用户简单,不是对我们。我们应该使工作对最终用户尽可能的变得简单。这些原则定位在采用减少障碍的原则。事情应该尽可能容易对共同的情形但是明显“可升级的”对一个快速的代码路径 如果终端用户想要了解执行的表盘和旋钮。
Bend to the constraints of your environment
混合你环境的约束
Do not bludgeon a problem to death with code. If the environment can do most of something, let it. Fill in as necessary, but do not re-invent. Make the path smooth for users, but do not introduce your own idioms where they aren't required.
不要棒击一个问题来伴随代码死亡。如果这个环境可以做大部分是事情,让它做。尽可能替代,不要重新发明。对用户来说将路径平滑,当他们不需要的地方不要介绍你自己的方言。

Improving From Here
从这里改进

Dojo may not yet completely embody the principles outlined here, but it is their purpose to serve as a guide for the project when making determinations how things should change.
Dojo可能没有完全包含这里轮廓的原则,但它是当描述这些事情应该如何改变,他们作为一个向导对项目来服务的目的。
If you think that Dojo has not yet met one or more of these goals in a particular way, please raise the issue on one of the project mailing lists or file a bug.
如果你认为Dojo还没有满足在特定方法中的一个或多个这些目标,请提出一个issue在一个项目邮件列表或文件作为一个bug。
posted on 2006-07-07 16:46 java世界畅谈 阅读(1008) 评论(1)  编辑  收藏 所属分类: Ajax

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# re: Dojo的设计哲学 2008-08-07 19:22 someone
“Software is no different”,翻译上存在错误  回复  更多评论
  


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