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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'. Concretion is also known as 'implementation'. In OOP, it 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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+| 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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| [[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. | |
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-| 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 have a CLI. | |
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+| 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. | |
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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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| Overloading | Some programming languages offer the feature of overloading, which means that two operators with the same name can still be distinguished if they have different signatures. For example, these two functions are overloaded: `tripleNumber(n: float)` and `tripleNumber(n: int)`. | |
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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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-| Physical | The counterpart to "logical". Refers to hardware. For example, physically deleting a file means removing it from the disk. | |
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+| Physical | Counterpart to logical. Refers to hardware. For example, physically deleting a file means removing it from the disk. | |
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| 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]]. | |
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| Problem Domain | The language/terminology used to describe the software requirements ("the problems") from the perspective of non-technical stakeholders. | |
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| Production Code | Code that comprises the functioning part of an application, as opposed to test code. | |