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| Magic | Code that performs complex tasks while abstracting away the complexity, presenting a simple interface to the user. | |
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| Operating System (OS) | The foundational system software that manages and coordinates all computer resources. Examples are Windows, MacOS and Linux. | |
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| Pain | An unpleasant experience caused by unnecessary efforts that could have been mitigated with better design of the original code. | |
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+| [[Pair Programming|doc:Software Engineering.Agile.Extreme Programming.Pair Programming.WebHome]] / Pairing (up) | See link. | |
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| Physical | Counterpart to logical. Refers to hardware. For example, physically deleting a file means removing it from the disk. | |
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| Production Code | Code that comprises the functioning part of an application, as opposed to test code. | |
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| Programmer | Someone who writes and tests code. The knowledge level of a beginner. | |
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| [[Setter Injection|doc:Software Engineering.Architecture.Dependency Injection.Types of Dependency Injection.WebHome]] | A type of dependency injection where a dependency is provided to an object through a setter method. | |
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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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+| 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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| 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/User Story|doc:Software Engineering.Agile.Extreme Programming.Planning Game.WebHome]] | See link. | |
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| System | Entirety of software components designed to work together effectively in a production environment. | |