Changes for page Glossary

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8 8  | [[Agile|doc:Software Engineering.Agile.WebHome]] | See link. |
9 9  | 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)`. |
10 10  | 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. |
11 -| 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. |
11 +| Behavior | Counterpart to implementation. It refers to the externally visible actions performed by a component. For example: A class may have the public method `sort(Collection: SomeCollection)`, which says what it does, but no implementation details like what concrete sorting algorithm or private methods are used. |
12 12  | Best Practices | Widely accepted guidelines designed to enhance programming productivity and code quality. Adherence can prevent many potential issues. |
13 13  | Business | Non-technical decision makers in the organization developing the software. |
14 14  | Business Value | The worth of a feature in terms of its benefit to the business. |
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37 37  | Flag Argument | A flag argument is a boolean parameter passed to a function, signaling it to perform a specific operation or change its behavior based on the flag's true or false value. |
38 38  | Functionality / Feature | An operation that a system can perform from the user's point of view. For example, the "login" functionality/feature on a website. |
39 39  | Graphical User Interface (GUI) | A user interface that allows users to interact with the system through graphical elements like icons, buttons, windows, and menus. |
40 +| Input / Output (I/O) | Refers to the communication between a software and the outside world, typically involving data transfer with the file system and networking. I/O operations are typically much slower compared to in-memory operations. |
40 40  | 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. |
41 41  | [[Iteration|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. |
42 42  | 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. |
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58 58  | Problem Domain | The language/terminology used to describe the software requirements ("the problems") from the perspective of non-technical stakeholders. |
59 59  | Production Code | Code that comprises the functioning part of an application, as opposed to test code. |
60 60  | Programmer | Someone who writes and tests code. The knowledge level of a beginner. |
62 +| Refactoring | Modifying code to improve its quality without changing its functionality. It is a subtype of 'Restructuring'. |
61 61  | Requirement | Statement of what a software must be capable of doing, often outlining features, constraints, and success criteria. |
62 62  | Resources | Refers to the assets used in the project, including time, money, staff, and effort. |
65 +| Restructuring | Modifying code to improve its quality. |
63 63  | Return of Investment (RoI) | The ratio of the business value gained from implementing a story to the effort/cost involved. A higher RoI means that something is more worth implementing than something with a low RoI. |
64 64  | Rollback | The act of returning a system or data to a previous state, often using a snapshot. |
65 65  | Rotting Code | Code that is increasingly difficult to maintain due to multiple changes that accumulate technical debt by not following best practices. |
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89 89  | [[Velocity|doc:Software Engineering.Agile.Extreme Programming.Planning Game.Agile and Data.WebHome]] | See link. |
90 90  | 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. |
91 91  | [[Waterfall|doc:Software Engineering.Agile.Problems of Waterfall.WebHome]] | See link. |
95 +| Whispers | Vague comments in the source code that imply code problems without clearly explaining or addressing them. |
92 92  | Wiring | The process conducted by the IoC container to create and inject dependencies, facilitating application startup. |