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5 5  | Abstraction | 1) The counterpart of 'concreteness', it refers to interfaces and abstract classes that define behavior (function signatures) but leave the internal implementation of those functions undefined. 2) A higher-level, generalized unit of code. Duplication across multiple functions can be resolved by creating an 'abstraction' - a separate function containing the shared code. This adheres to the DRY principle. |
6 6  | Assertion | An assertion function, a crucial part of testing. If the input values don't satisfy a certain condition, the test containing the assertion fails. Example: `assertEquals(expectedResult, actualResult)`. |
7 7  | Awareness | A class A is aware of class B if it contains a reference to class B in its source code. If no such reference exists, class A is unaware of class B. |
8 +| Behavior | Counterpart to implementation. It refers to the observable actions performed by a component. For example: A class may have the only observable method `sort(Collection: SomeCollection)`, which says what it does, but no implementation details like what concrete sorting algorithm is used. |
8 8  | Best Practices | Widely accepted guidelines designed to enhance programming productivity and code quality. Adherence can prevent many potential issues. |
9 9  | Compile Time | The period when the code is compiled. Often used to distinguish from runtime. |
10 10  | Concretion | The counterpart to 'abstraction', also known as 'implementation'. In OOP, refers to non-abstract classes that implement the methods of interfaces or abstract classes. A concretion provides the 'concrete' code defining the workings of these abstract functions. |
11 11  | [[Constructor Injection|doc:Software Engineering.Architecture.Dependency Injection.Types of Dependency Injection.WebHome]] | A type of dependency injection in which dependencies are provided to an object through constructor arguments. |
12 12  | Command-Line Interface (CLI) | "[...] a means of interacting with a computer program by inputting lines of text [...]".^[[src](https://en.wikipedia.org/wiki/Command-line_interface)]^ For example, tools/commands used when working with a (Linux) terminal. |
13 -| Component | In software architecture, a module capable of independent operation, often compiled or packaged into an executable such as a .jar or .exe file. Sometimes used more generically to mean a set of units, modules, or 'architectural' components without a clearer specification. |
14 +| Commitment | Binding promise to complete a specific task within a set period of time. |
15 +| Component | Often used to refer to a set of units, modules, or "architectural" components without a clearer specification. In software architecture, it refers to a module capable of independent operation, often compiled or packaged into an executable such as a `.jar` or `.exe` file. |
14 14  | Daemon | A program running in the background of a system, often without a GUI. |
15 15  | Data Structure | A class primarily meant to hold data and provide basic operations to access and manipulate that data. May contain only public fields, or private fields with associated getter and setter methods. |
16 16  | Dependency | In context of classes, a dependency is an object required by another object to perform its functions. Often, dependencies are provided via dependency injection. |
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20 20  | Distribution | A version of an OS packaged with specific software and configurations, designed for specific use cases. Examples: Ubuntu, Fedora, and Arch Linux, all based on Linux. |
21 21  | Dynamic | Behaviors/properties determined at runtime. Examples: dynamic dependencies can be replaced at runtime; dynamically-typed languages determine an object's type at runtime. |
22 22  | Entity | 1) In the OOP context, this means that two separately constructed objects of the same type, even with identical field values, are still distinct entities. 2) In software architecture, refers to classes representing application data models and core business logic. A banking application might have entity classes like Account, Order, Customer, or Employee with methods like `myCustomer.executeOrder(someOrder)`. |
25 +| Estimates | Intelligent guesses about the resources needed to complete a task. No binding promises as opposed to commitments. |
23 23  | [[Field Injection|doc:Software Engineering.Architecture.Dependency Injection.Types of Dependency Injection.WebHome]] | A type of dependency injection where a dependency is injected directly into an object's field via reflection, bypassing encapsulation. |
24 24  | Graphical User Interface (GUI) | A user interface that allows users to interact with the system through graphical elements like icons, buttons, windows, and menus. |
25 25  | Isolation/Isolated | The opposite of integration. Isolation is the separation of a unit or component from the rest of the system in order to test, develop or understand it independently and ensure that it works correctly without external interference. For example, in unit testing, a single unit is usually tested independently of other units and is isolated from them. |
29 +| Implementation | The counterpart to behavior. It refers to the internal code that achieves a desired behavior of a component. For example, a sorting function might be implemented with a QuickSort algorithm. |
26 26  | Integration/Integrated | The opposite of isolation. Integration is the process of combining different software units or components to work together as a single, cohesive system.  For example, component testing is more integrated than unit testing because it involves multiple units working together. Integration testing tests the interaction between two components. |
27 27  | [[Inversion of Control|doc:Software Engineering.Architecture.Dependency Injection.Dependency Injection Explained.WebHome]] (IoC) | A design principle that encourages the delegation of application unit wiring to a computer algorithm that facilitates dependency injection, rather than the developer implementing this logic manually. |
28 28  | Module | 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. |
29 29  | Logic | Any code with non-trivial complexity. For instance, getters and setters have trivial complexity and are usually not considered 'logic'. |
34 +| Logical | The counterpart to physical. The abstract representation of something in software. For example, deleting a file from the desktop only logically deletes it, but actually moves it to the Recycle Bin, while the file physically remains on disk until the Recycle Bin is emptied. |
30 30  | Magic | Code that performs complex tasks while abstracting away the complexity, presenting a simple interface to the user. |
31 31  | Operating System (OS) | The foundational system software that manages and coordinates all computer resources. Examples are Windows, MacOS and Linux. |
32 32  | Pain | An unpleasant experience caused by unnecessary efforts that could have been mitigated with better design of the original code. |
38 +| Physical | Counterpart to logical. Refers to hardware. For example, physically deleting a file means removing it from the disk. |
33 33  | Production Code | Code that comprises the functioning part of an application, as opposed to test code. |
40 +| Resources | Refers to the assets used in the project, including time, money, staff, and effort. |
34 34  | Rollback | The act of returning a system or data to a previous state, often using a snapshot. |
35 35  | Runtime | The period when the code is being executed. Often used to distinguish from compile time. |
36 36  | Security | Measures implemented to protect systems from threats, unauthorized access, and vulnerabilities. This includes, but is not limited to, authentication, authorization, and encryption. |