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. |
|