Changes for page Glossary

Last modified by chrisby on 2024/09/19 10:50

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edited by chrisby
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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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59 59  | Problem Domain | The language/terminology used to describe the software requirements ("the problems") from the perspective of non-technical stakeholders. |
60 60  | Production Code | Code that comprises the functioning part of an application, as opposed to test code. |
61 61  | 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'. |
62 62  | Requirement | Statement of what a software must be capable of doing, often outlining features, constraints, and success criteria. |
63 63  | Resources | Refers to the assets used in the project, including time, money, staff, and effort. |
65 +| Restructuring | Modifying code to improve its quality. |
64 64  | 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. |
65 65  | Rollback | The act of returning a system or data to a previous state, often using a snapshot. |
66 66  | 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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90 90  | [[Velocity|doc:Software Engineering.Agile.Extreme Programming.Planning Game.Agile and Data.WebHome]] | See link. |
91 91  | 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. |
92 92  | [[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. |
93 93  | Wiring | The process conducted by the IoC container to create and inject dependencies, facilitating application startup. |