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| 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. | |
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| 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. | |
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| Best Practices | Widely accepted guidelines designed to enhance programming productivity and code quality. Adherence can prevent many potential issues. | |
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-| Business | Non-technical decision makers in the organization developing the software. | |
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| Business Value | The worth of a feature in terms of its benefit to the business. | |
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| Compile Time | The period when the code is compiled. Often used to distinguish from runtime. | |
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| 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. | |
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| Commitment | Binding promise to complete a specific task within a set period of time. | |
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| 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. | |
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| [[Continuous Integration|doc:Software Engineering.Agile.Extreme Programming.Continuous Integration.WebHome]] (CI) | See link. | |
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-| Customers | Individuals who use the software product, focusing on the value it provides to meet their needs. | |
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| Daemon | A program running in the background of a system, often without a GUI. | |
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| 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. | |
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| [[Definition of Done|doc:Software Engineering.Agile.Extreme Programming.Acceptance Tests.WebHome]] | See link. | |
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| Logic | Any code with non-trivial complexity. For instance, getters and setters have trivial complexity and are usually not considered 'logic'. | |
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| 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. | |
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| Magic | Code that performs complex tasks while abstracting away the complexity, presenting a simple interface to the user. | |
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-| Manager | Individuals responsible for planning, organizing, leading, and controlling a software project's resources, schedule, and deliverables to meet stakeholder expectations. | |
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| Operating System (OS) | The foundational system software that manages and coordinates all computer resources. Examples are Windows, MacOS and Linux. | |
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| Pain | An unpleasant experience caused by unnecessary efforts that could have been mitigated with better design of the original code. | |
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| [[Pair Programming|doc:Software Engineering.Agile.Extreme Programming.Pair Programming.WebHome]] / Pairing (up) | See link. | |
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| Snapshot | A saved state of a system or data at a specific point in time. Can be used for rollbacks. | |
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| Software Engineer | Technical expert with in-depth knowledge in many areas, including high-level topics such as software architecture and system design. | |
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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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-| Stakeholders | Individuals with an interest in the success of a software project, which may include customers, developers, investors, externals and others who are affected by the projects outcome. | |
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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 an effort estimate and a business value. See also [[here|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]]. | |