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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 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" %)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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+|Production Code|(% style="text-align:justify" %)Code that comprises the functioning part of an application, as opposed to test code. |
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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. |
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|Self-Containment|(% style="text-align:justify" %)The ability of software to operate independently, without dependence on external services or factors. This characteristic ensures that its results are determined solely by its source code, which promotes stability and consistency. |