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Java Software Development Units 10-11

nina.evangelou Java Software Development Inglés 79 fichas

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  1. 1assertionA JUnit test statement.
  2. 2black box testingTesting in which a method is tested against its specification, without
    any examination of code.
  3. 3block tagA part of a doc comment which contains information about particular
    elements of a method, such as return values, parameters, etc.
  4. 4boundaryA point at which the software’s specified behaviour changes.
  5. 5bugA defect in software.
  6. 6first code iterationThe first stage in implementing a core system. In M256, this stage
    implements the basic structure of each class, i.e. its attributes, link references,
    constructors, attribute getter methods and toString() method.
  7. 7fixtureThe state of the relevant parts of the system before the particular test.
  8. 8integration testingTesting that problems do not arise from the interaction of a
    system’s components.
  9. 9regression testingRerunning previous tests to check that a change or addition made
    to one aspect of a system has not damaged another, previously working aspect.
  10. 10system testingTesting the complete system against its specification once all the
    components are integrated, including testing aspects of the system such as
    performance, security, system start up, etc.
  11. 11testIn M256, the activity of checking that a specific aspect of the code is consistent
    with the implementation model, and hence that it correctly represents the designs.
  12. 12test caseA specification of the data to be used in a particular test, and the expected
    result.
  13. 13test classA class in which are implemented the test methods for another class.
  14. 14affordanceThe manipulations that something (e.g. a widget) appears to allow; that is,
    the actions that it appears should be carried out by the user to manipulate that thing.
  15. 15action buttonA widget typically used to enable the user to initiate a single action
  16. 16check boxOne of a set of widgets (there may be only one) enabling choice (including
    none) from a set of options which are not mutually exclusive.
  17. 17command-line interfaceA user interface which requires the user to enter the names
    of commands and the names of the files (or other items of interest) to be manipulated.
  18. 18design guidelineA piece of guidance for the design of user interfaces, which
    typically is detailed and relevant to only specific kinds of system or specific contexts.
  19. 19design principleA piece of guidance for the design of user interfaces, which typically
    is more abstract than a design guideline, and which should apply more or less
    universally to any kind of system in any context.
  20. 20dialogue boxA particular type of window which gives the user information, and may
    also allow the user to enter information and to select from a set of options.
  21. 21direct manipulationA style of interaction based on the metaphor of physical
    manipulation
  22. 22affordanceThe manipulations that something (e.g. a widget) appears to allow; that is,
    the actions that it appears should be carried out by the user to manipulate that thing.
  23. 23action button or command buttonA widget typically used to enable the user to initiate a single action
  24. 24check boxOne of a set of widgets (there may be only one) enabling choice (including
    none) from a set of options which are not mutually exclusive.
  25. 25command-line interfaceA user interface which requires the user to enter the names
    of commands and the names of the files (or other items of interest) to be manipulated.
  26. 26design guidelineA piece of guidance for the design of user interfaces, which
    typically is detailed and relevant to only specific kinds of system or specific contexts
  27. 27design principleA piece of guidance for the design of user interfaces, which typically
    is more abstract than a design guideline, and which should apply more or less
    universally to any kind of system in any context.
  28. 28dialogue boxA particular type of window which gives the user information, and may
    also allow the user to enter information and to select from a set of options.
  29. 29direct manipulationA style of interaction based on the metaphor of physical
    manipulation.
  30. 30extraordinary HCIHuman–computer interaction in situations where the user has
    special needs.
  31. 31feedbackInformation about the results of the user’s action.
  32. 32functionality (of a widget)The types of tasks the widget enables a user to perform,
    and the types of communication between user and system it mediates.
  33. 33graphical user interface (GUI or GUI interface)A user interface that typically
    combines elements such as windows, buttons and menus: visual elements which can be
    manipulated by the user to interact with the system.
  34. 34human computer interaction (HCI)The study of how computers and people work
    together. The term HCI is used to refer both to the scientific study of how humans and
    computers interact, and (the focus in this course) to the practical business of designing
    user interfaces to enable such interactions.
  35. 35iconA small representational picture used in a GUI; for example, to label a button
  36. 36interaction designThe design of any aspects of a system that affect the quality of a
    user’s interaction.
  37. 37interactive productAny kind of computer-based device thatrequires users to engage
    with it
  38. 38labelInformation, usually textual, about a widget.
  39. 39learnt affordanceA view of affordance which stresses that the way a user perceives
    how something should be manipulated is not a property of the thing alone, but a
    property of the combination of the thing and the user’s background, skill, capabilities
    and training.
  40. 40affordanceThe manipulations that something (e.g. a widget) appears to allow; that is,
    the actions that it appears should be carried out by the user to manipulate that thing.
  41. 41action button or command buttonA widget typically used to enable the user to initiate a single action.
  42. 42check boxOne of a set of widgets (there may be only one) enabling choice (including
    none) from a set of options which are not mutually exclusive.
  43. 43command-line interfaceA user interface which requires the user to enter the names
    of commands and the names of the files (or other items of interest) to be manipulated.
  44. 44design guidelineA piece of guidance for the design of user interfaces, which
    typically is detailed and relevant to only specific kinds of system or specific contexts.
  45. 45design principleA piece of guidance for the design of user interfaces, which typically
    is more abstract than a design guideline, and which should apply more or less
    universally to any kind of system in any context.
  46. 46dialogue boxA particular type of window which gives the user information, and may
    also allow the user to enter information and to select from a set of options.
  47. 47direct manipulationA style of interaction based on the metaphor of physical
    manipulation.
  48. 48extraordinary HCIHuman-computer interaction in situations where the user has
    special needs.
  49. 49feedbackInformation about the results of the user’s action.
  50. 50functionality (of a widget)The types of tasks the widget enables a user to perform,
    and the types of communication between user and system it mediates.
  51. 51graphical user interface (GUI or GUI interface)A user interface that typically
    combines elements such as windows, buttons and menus: visual elements which can be
    manipulated by the user to interact with the system.
  52. 52human computer interaction (HCI)The study of how computers and people work
    together. The term HCI is used to refer both to the scientific study of how humans and
    computers interact, and (the focus in this course) to the practical business of designing
    user interfaces to enable such interactions.
  53. 53iconA small representational picture used in a GUI; for example, to label a button.
  54. 54interaction designThe design of any aspects of a system that affect the quality of a
    user’s interaction.
  55. 55interactive productAny kind of computer-based device that requires users to engage
    with it.
  56. 56labelInformation, usually textual, about a widget.
  57. 57learnt affordanceA view of affordance which stresses that the way a user perceives
    how something should be manipulated is not a property of the thing alone, but a
    property of the combination of the thing and the user’s background, skill, capabilities
    and training.
  58. 58listA widget that allows the user to select one (or, rarely, more) relevant pieces of
    information to provide to the system.
  59. 59list boxA widget which combines a text box and a list.
  60. 60mental modelSpecific existing knowledge, often of the physical world, which users
    are typically expected to possess, and upon which a user interface metaphor is based
  61. 61menuA widget which groups together several items from which the user may select.
    Pull-down, pop-up and contextual menus are examples of different types of menu.
  62. 62menu barA widget that takes the form of a bar, appearing typically along the top of an
    application window, and which provides a way of hierarchically grouping commands.
    The words along the menu bar represent major groupings of commands, arranged in menus.
  63. 63menu interfaceA user interface which presents the user with a sequence of sets of
    options from each of which the user selects, typically by pressing a button or typing in a
    number.
  64. 64radio buttonOne of a set of widgets for enabling choice between mutually exclusive
    options, precisely one of which must be selected.
  65. 65safety-critical systemA system operating in an environment in which safety is
    particularly crucial.
  66. 66sliderA widget that acts as a device to input or output a number or other value, by
    moving a bar.
  67. 67socio-technical systemA system comprising both human and technical elements
  68. 68tabbed paneOne of several separate areas of an interface which appear to be
    stacked on top of one another, and which are individually brought to the foreground by
    clicking on a tab at the top.
  69. 69text areaA widget which is like a text field but which can accommodate multiple lines
    of text.
  70. 70text fieldA widget providing an area into which the user can type, or which can be
    used to display information, or both. A text field accommodates just a single line of text.
  71. 71usabilityRefers to how easily and quickly a product enables users to achieve their
    goals, how quickly they learn to use the product’s interface and their attitude to the
    interface.
  72. 72user interfaceThe features of a system the user can use to communicate with or
    control the system, and those which the system can use to communicate with, or
    influence the user. A user interface has three aspects: hardware; visual elements; and
    interaction design.
  73. 73user needs analysisThe process of finding out as much as possible about the people
    who will be using the system.
  74. 74user-centred designA design culture or design process where users’ needs, wants,
    expectations and limitations are given serious, detailed attention at all stages.
  75. 75user interface metaphorA metaphor applied in the design of a user interface.
  76. 76virtual reality systemA system which gives the user a sense of three-dimensional
    direct experience or physical presence via cues that may be visual, aural or haptic, and
    which uses computer-generated ‘objects’ that are manipulated like their real-world
    equivalents by picking up, turning around, throwing etc.
  77. 77visibilityThe extent to which the purpose of something (e.g. a widget) is apparent,
    i.e. how clear it is what the thing is for.
  78. 78widgetA visual element in a GUI such as a button, a list etc
  79. 79windowA window- or container-like widget, typically allowing a view onto some
    aspect of a system or application.

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Java Software Development Fichas sobre Java Software Development Units 10-11, creado por nina.evangelou el 18/09/2013.
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