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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54 54  | 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)`. |
55 55  | Pain | An unpleasant experience caused by unnecessary efforts that could have been mitigated with better design of the original code. |
56 56  | [[Pair Programming|doc:Software Engineering.Agile.Extreme Programming.Pair Programming.WebHome]] / Pairing (up) | See link. |
57 +| Performance Optimization | Modifying code to enhance its execution speed, which may involve trade-offs at the expense of code quality. It is a subtype of 'Restructuring'. |
57 57  | Physical | The counterpart to "logical". Refers to hardware. For example, physically deleting a file means removing it from the disk. |
58 58  | 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]]. |
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'. |
63 +| Refactoring | Modifying code to improve its quality without changing its functionality. It is a subtype of 'Restructuring'. Often used as: 'to refactor code'. |
63 63  | Requirement | Statement of what a software must be capable of doing, often outlining features, constraints, and success criteria. |
64 64  | Resources | Refers to the assets used in the project, including time, money, staff, and effort. |
65 -| Restructuring | Modifying code to improve its quality. |
66 +| Restructuring | Modifying code to improve some aspect of it, such as its quality or performance. |
66 66  | 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. |
67 67  | Rollback | The act of returning a system or data to a previous state, often using a snapshot. |
68 68  | Rotting Code | Code that is increasingly difficult to maintain due to multiple changes that accumulate technical debt by not following best practices. |