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| Requirement | Statement of what a software must be capable of doing, often outlining features, constraints, and success criteria. | |
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| Resources | Refers to the assets used in the project, including time, money, staff, and effort. | |
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| Restructuring | Modifying code to change its functionality, or to improve its quality ('refactoring') or performance ('performance optimization'). | |
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-| 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. | |
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+| 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. | |
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| Rollback | The act of returning a system or data to a previous state, often using a snapshot. | |
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| 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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| Runtime | The period when the code is being executed. Often used to distinguish from compile time. | |
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| Snapshot | A saved state of a system or data at a specific point in time. Can be used for rollbacks. | |
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| Software Engineer | Technical expert with in-depth knowledge in many areas, including high-level topics such as software architecture and system design. | |
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| Solution Domain | The language/terminology used by technical experts to describe the technical solutions to the software requirements defined by the problem domain. | |
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-| Specification | A detailed description of the requirements under which a user story is considered complete. Much more detailed than the original user story. | |
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+| Specification | A detailed technical description of the requirements under which a user story is considered complete. Much more detailed than the original user story. | |
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| 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. | |
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| 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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+| [[Story-Driven Development|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. | |
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| [[Story / User Story|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. | |
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| Story Card | A physical card containing a user story and other relevant information such as an effort estimate and a business value. See also [[here|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]]. | |
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| Story Deck | A collection of story cards for capturing the requirements of a project. See also [[here|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]]. | |
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-| System | Entirety of software components designed to work together effectively in a production environment. | |
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+| System | A set of software components designed to work together effectively in a production environment. It often refers to the software as a whole that can be utilized by end users. | |
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| Technical Debt | The implicit cost of additional rework caused by choosing an easy solution now instead of using a better approach that would take longer. Often the result of poor design, testing, and refactoring. | |
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| Test Code | Code that tests the functionality of production code. Does not contribute to the operational aspects of an application. | |
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| 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. | |