... |
... |
@@ -12,6 +12,7 @@ |
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. | |
|
15 |
+| Clean Code | A term coined by Robert. C Martin, see [[book recommendations|doc:Main.Recommended Books.WebHome]]. It means code that is readable, which means easy to understand and also maintainable, which means easy to change. | |
15 |
15 |
| Compile Time | The period when the code is compiled. Often used to distinguish from runtime. | |
16 |
16 |
| 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. | |
17 |
17 |
| [[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. | |
... |
... |
@@ -79,10 +79,11 @@ |
79 |
79 |
| Specification | A detailed technical description of the requirements under which a user story is considered complete. Much more detailed than the original user story. | |
80 |
80 |
| 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. | |
81 |
81 |
| 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. | |
|
83 |
+| [[Story-Driven Development|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. | |
82 |
82 |
| [[Story / User Story|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. | |
83 |
83 |
| 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]]. | |
84 |
84 |
| 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]]. | |
85 |
|
-| System | Entirety of software components designed to work together effectively in a production environment. | |
|
87 |
+| 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. | |
86 |
86 |
| 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. | |
87 |
87 |
| Test Code | Code that tests the functionality of production code. Does not contribute to the operational aspects of an application. | |
88 |
88 |
| 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. | |