Changes for page Glossary

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

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8 8  | 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. |
9 9  | 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. |
10 10  | Best Practices | Widely accepted guidelines designed to enhance programming productivity and code quality. Adherence can prevent many potential issues. |
11 +| Business Value | The worth of a feature in terms of its benefit to the business. |
11 11  | Compile Time | The period when the code is compiled. Often used to distinguish from runtime. |
12 12  | Concretion | The counterpart to 'abstraction', also known as 'implementation'. In OOP, 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. |
13 13  | [[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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63 63  | 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. |
64 64  | Test Suite | The sum of all the test code used to check that a system meets its requirements. |
65 65  | Unit | The smallest testable part of an application. This is often a single class, method or module, but can also be a small cluster of tightly coupled classes or functions that together perform a specific functionality. |
67 +| [[Velocity|doc:Software Engineering.Agile.Extreme Programming.Planning Game.Agile and Data.WebHome]] | See link. |
66 66  | Virtual Machine (VM) | A software emulation of a physical computer, able to run its own OS and applications as if it were a separate physical machine. |
67 67  | [[Waterfall|doc:Software Engineering.Agile.Problems of Waterfall.WebHome]] | See link. |
68 68  | Wiring | The process conducted by the IoC container to create and inject dependencies, facilitating application startup. |