Changes for page Glossary

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

From version 18.55
edited by chrisby
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To version 18.52
edited by chrisby
on 2023/12/07 21:59
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Summary

Details

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64 64  | Requirement | Statement of what a software must be capable of doing, often outlining features, constraints, and success criteria. |
65 65  | Resources | Refers to the assets used in the project, including time, money, staff, and effort. |
66 66  | Restructuring | Modifying code to change its functionality, or to improve its quality ('refactoring') or performance ('performance optimization'). |
67 -| 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 +| 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. |
68 68  | Rollback | The act of returning a system or data to a previous state, often using a snapshot. |
69 69  | Rotting Code | Code that is increasingly difficult to maintain due to multiple changes that accumulate technical debt by not following best practices. |
70 70  | Runtime | The period when the code is being executed. Often used to distinguish from compile time. |
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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. |
82 -| [[Story-Driven Development|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. |
83 83  | [[Story / User Story|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. |
84 84  | 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]]. |
85 85  | 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]]. |
86 -| 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. |
85 +| System | Entirety of software components designed to work together effectively in a production environment. |
87 87  | 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. |
88 88  | Test Code | Code that tests the functionality of production code. Does not contribute to the operational aspects of an application. |
89 89  | 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. |