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40 40  | Integration/Integrated | 1) 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. 2) (Code) Integration, another term for merging code, usually into the main branch. See also 'Continuous Integration'. |
41 41  | [[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. |
42 42  | 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. Many languages provide modularization features such as [Go modules](https://go.dev/blog/using-go-modules) or [Java modules](https://www.oracle.com/corporate/features/understanding-java-9-modules.html). |
43 -| Layer | Level of abstraction in a system where related functionality is grouped together. For example, in a horizontally layered architecture, there is a controller layer consisting of controllers that are technically similar because they translate HTTP requests into data structures and vice versa. |
43 +| Layer | Level of abstraction in system where related functionality is grouped together. For example, in a horizontally layered architecture, there is a controller layer consisting of controllers that are technically similar because they translate HTTP requests into data structures and vice versa. |
44 44  | Logic | A set of instructions that determines how a program operates based on given inputs or conditions. Thus, basically any source code can be considered logic. |
45 45  | 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. |
46 46  | Magic | Code that performs complex tasks while abstracting away the complexity, presenting a simple interface to the user. |
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50 50  | [[Pair Programming|doc:Software Engineering.Agile.Extreme Programming.Pair Programming.WebHome]] / Pairing (up) | See link. |
51 51  | Physical | Counterpart to logical. Refers to hardware. For example, physically deleting a file means removing it from the disk. |
52 52  | Points / Story Points | A unit of measure used to estimate the effort required to complete a user story. See also [[here|doc:Software Engineering.Agile.Extreme Programming.Planning Game.Effort Estimation.WebHome]]. |
53 -| Problem Domain | The language/terminology used to describe the software requirements ("the problems") from the perspective of non-technical stakeholders. |
54 54  | Production Code | Code that comprises the functioning part of an application, as opposed to test code. |
55 55  | Programmer | Someone who writes and tests code. The knowledge level of a beginner. |
56 56  | Requirement | Statement of what a software must be capable of doing, often outlining features, constraints, and success criteria. |
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66 66  | [[Setter Injection|doc:Software Engineering.Architecture.Dependency Injection.Types of Dependency Injection.WebHome]] | A type of dependency injection where a dependency is provided to an object through a setter method. |
67 67  | Snapshot | A saved state of a system or data at a specific point in time. Can be used for rollbacks. |
68 68  | Software Engineer | Technical expert with in-depth knowledge in many areas, including high-level topics such as software architecture and system design. |
69 -| Solution Domain | The language/terminology used by technical experts to describe the technical solutions to the software requirements described by the problem domain. |
70 70  | Specification | A detailed description of the requirements under which a user story is considered complete. Much more detailed than the original user story. |
71 71  | 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. |
72 72  | 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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78 78  | Test Code | Code that tests the functionality of production code. Does not contribute to the operational aspects of an application. |
79 79  | Test-Driven Development (TDD) | A development approach where code is written in small increments, with tests defining functionality written at the beginning of each coding iteration. |
80 80  | Test Suite | The sum of all the test code used to check that a system meets its requirements. |
81 -| Testability | Code is testable, or has good testability, if it is easy to write tests for. |
82 -| Unit | The smallest testable part of an application. This is often a single class, but can also be a single function, or a small cluster of tightly coupled classes or functions that together perform a specific task. |
79 +| Unit | The smallest testable part of an application. This is often a single class, method or module, but can also be a small cluster of tightly coupled classes or functions that together perform a specific functionality. |
83 83  | [[Velocity|doc:Software Engineering.Agile.Extreme Programming.Planning Game.Agile and Data.WebHome]] | See link. |
84 84  | Virtual Machine (VM) | A software emulation of a physical computer, able to run its own OS and applications as if it were a separate physical machine. |
85 85  | [[Waterfall|doc:Software Engineering.Agile.Problems of Waterfall.WebHome]] | See link. |