| ... | ... | @@ -38,6 +38,7 @@ | 
              
                    | 38 | 38 | ))) | 
              
                    | 39 | 39 | |[[Field Injection>>doc:Software Engineering.Architecture.Dependency Injection.Types of Dependency Injection.WebHome]]|(% style="text-align:justify" %)A type of dependency injection where a dependency is injected directly into an object's field via reflection, bypassing encapsulation. | 
              
                    | 40 | 40 | |Graphical User Interface (GUI)|(% style="text-align:justify" %)A user interface that allows users to interact with the system through graphical elements like icons, buttons, windows, and menus. | 
              
                    |  | 41 | +|In-Memory|(% style="text-align:justify" %)In-memory refers to storing and processing data directly in a computer's random access memory (RAM) and is faster than traditional disk storage. However, it lacks data persistence. Examples include in-memory databases or the Linux temporary file system (tmpfs), which are often used in development environments where there is no need to store critical data. | 
              
                    | 41 | 41 | |[[Inversion of Control>>doc:Software Engineering.Architecture.Dependency Injection.Dependency Injection Explained.WebHome]] (IoC)|(% style="text-align:justify" %)A design principle that delegates a program's control flow to a separate container or framework that "wires" application components together, facilitating [[dependency injection>>doc:Software Engineering.Architecture.Dependency Injection.WebHome]]. An IoC container, as found in the Spring Framework, is a common tool for implementing this principle. | 
              
                    | 42 | 42 | |JavaBean|A design convention for data structures. Typically, a class with a public no-argument constructor, private fields, and getter/setter methods for each field. Often followed by DTOs and entities. | 
              
                    | 43 | 43 | |Module|(% style="text-align:justify" %)A distinct part of a software that encapsulates specific implementation details, such as functions, data structures, classes, interfaces, or even other modules. It exposes a concise API designed to perform specific tasks. These modules are typically crafted for reusability and improved code organization, thereby promoting a modular design. | 
                      
        | ... | ... | @@ -45,7 +45,7 @@ | 
              
                    | 45 | 45 | |Magic|(% style="text-align:justify" %)Code that performs complex tasks while abstracting away the complexity, presenting a simple interface to the user. | 
              
                    | 46 | 46 | |Operating System (OS)|(% style="text-align:justify" %)The foundational system software that manages and coordinates all computer resources. Examples include Windows, MacOS, and Linux. | 
              
                    | 47 | 47 | |Pain|(% style="text-align:justify" %)An unpleasant experience caused by unnecessary efforts that could be mitigated with better code design. | 
              
                    | 48 |  | -|Production Code|(% style="text-align:justify" %) Code thatcomprises thefunctioningpart ofanapplication,asopposedtotest code. | 
              
                    |  | 49 | +|Production Code|(% style="text-align:justify" %)Production code forms the software that meets the requirements of the project. It is the code that is deployed in a production environment and used by end users. | 
              
                    | 49 | 49 | |Representation|Refers to a specific implementation of an abstract data type or an object. It's the actual, concrete realization of an abstract concept or structure. | 
              
                    | 50 | 50 | |Rollback|The act of returning a system or data to a previous state, often using a snapshot. | 
              
                    | 51 | 51 | |Runtime|The period when the code is being executed. |