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

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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. |
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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]]. |