Terminology      A-I    J-R    S-Z

     
scenario
A particular path through the system, expressed in terms of interactions among objects.
 
scope
Rules determining where a name is usable, such as a function or variable name.
 
segmentation fault (seg fault)
An error in which a running process attempts to access memory not allocated to it(the process/program typically core dumps with a segmentation violation error).
 
shared libraries
A library of functions used by many executables without having been linked into each executable.
 
shell
An interface program for accessing resources and for performing tasks.
 
signature
An operation's signature defines its name, parameters, and return value.
 
stack frame
The location of a function call, arguments about the call and local variables are stored within a block of data called the stack frame.  Stack frames are allocated in a region of memory known as the call stack.
 
stub
A small piece of code that acts as a placeholder until the block of code is completed at a later time. Alos, in a native shared library system, the part of the shared library that actually gets linked with a program.
 
subclass
A class that inherits from another class. In C++, a subclass is called a derived class.
 
subsystem
An independent group of classes that collaborate to fulfill a set of responsibilities.
 
subtype
A type is a subtype of another if its interface contains the interface of the other type.
 
supertype
The parent type from which a type inherits.
swapping
Moving blocks of information in units known as pages between memory and disk as necessary during execution of an application.(also moving data from fast-access memory to slow-acces memory or vice-versa).
 
symbols
Symbols are used to refer to variables, labels, and procedures in a program; basically symbols are names and addresses.
 
tactical design decision
A design decision that has architectural implications.
 
target
A computer for which a compiler generates code.
 
target object
The object that an operation works on.
 
thread
The basic unit of program execution.  A process can have several threads running concurrently, each performing a different job.
 
toolchain
Informal term for the collection of programs that make up a complete set of compilation tools.
 
toolkit
A collection of classes that provides useful functionality but does not define the design of an application.
 
Top-Level class diagram
A class diagram that shows the major categories of a system.
 
trampolines
On-the-fly generation by a compiler of small executable code objects that do indirection between code sections, taking the address of a nested function.
 
transition
The passing of an object from one state to another state.
 
twiddle
A small and insignificant change to a program.
 
type
The name of a particular interface.
unary
Having, consisting of, or acting on a single component.
 
union
A special kind of class where the data members are stored in memory in such a way that they overlap each other.  Each member begins at the same memory address, thus the storage space needed is that of the largest member of the union.  Only one member at a time is "semantically" assigned a value.
 
use case
A pattern of use of the system by an actor.  A scenario that begins with some user of the system initiating some transaction or sequence of interrelated events..
 
uses relationship
A relationship where the using class does not have any intrinsic knowledge of the used class.
 
using declaration
Makes visible the name of a namespace member in the current scope.  The name may be referred to in an unqualified manner rather than having to concatenate its namespace nomenclature.
 
using directive
Allows one to make all the names from the specified namespace visible in a short name nomenclature [leaving off the respective namespace qualifier]
 
validation phase
Involves verifying the solution for the iteration cycle requirements.
 
variable
A variable is a name used in a program to stand for a value.
 
void
A type nomenclature which essentially indicates there is no type associated.
 
volatile
A type qualifier attached to an object to indicate that its value can possibly be changed in ways outside either the control or detection of the compiler.
 
 
wait
The wait system call allows a process to wait & obtain the exit status of children processes.
 
while statement
The syntactic form    while (condition)  statement operates as follows :
1) evaluate the condition
2) execute the statement if the condition is true & return to step 1 to iterate again
3) upon condition evaluating to false proceed to subsequent statements
 
white-box reuse
A style of reuse based on class inheritance. A subclass reuses the interface and implementation of its parent class, but it may have access to otherwise private aspects of its parent.
 
widget
The components of software by which we get many of the interface features that provide interoperability.
 
write behind
An operating system write of data is typically buffered for efficiency considerations and not 'written' immediately to media; the kernel then writes the data at a later time.
 
zombie process
A process that has terminated, but its parent has not waited for it.  The kernel releases all the resources being used by a zombie process, but maintains its exit status until the parent waits for it.
 

Last revision : 01-27-2000 by