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| Specification | A detailed description of the requirements under which a user story is considered complete. Much more detailed than the original user story. | |
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| Static | Behaviors/properties determined before or at compile time. Examples: static code analysis tools inspect source code; statically-typed languages determine an object's type at compile time. | |
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| [[Story / User Story|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. | |
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-| Story Card | A physical card containing a user story and other relevant information such as effort estimates and business value. See also [[here|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]]. | |
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-| Story Deck | A collection of story cards for capturing the requirements of a project. See also [[here|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]]. | |
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| System | Entirety of software components designed to work together effectively in a production environment. | |
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| Technical Debt | The implicit cost of additional rework caused by choosing an easy solution now instead of using a better approach that would take longer. Often the result of poor design, testing, and refactoring. | |
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| Test Code | Code that tests the functionality of production code. Does not contribute to the operational aspects of an application. | |