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|[[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. |
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|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. |
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-|In-Memory|(% style="text-align:justify" %)In-memory refers to the storage and processing of data directly in a computer's random access memory (RAM), and is faster than traditional disk storage. However, it lacks data persistence. For example, in-memory databases, often used in development stages, prioritize speed and efficiency, but are not suitable for storing critical data due to their volatility. |
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+|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. |
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|[[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. |
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|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. |
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|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. |
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|Magic|(% style="text-align:justify" %)Code that performs complex tasks while abstracting away the complexity, presenting a simple interface to the user. |
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|Operating System (OS)|(% style="text-align:justify" %)The foundational system software that manages and coordinates all computer resources. Examples include Windows, MacOS, and Linux. |
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|Pain|(% style="text-align:justify" %)An unpleasant experience caused by unnecessary efforts that could be mitigated with better code design. |
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-|Production Code|(% style="text-align:justify" %)Code that comprises the functioning part of an application, as opposed to test code. |
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+|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. |
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|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. |
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|Rollback|The act of returning a system or data to a previous state, often using a snapshot. |
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|Runtime|The period when the code is being executed. |