OPF Glossary - E
-
eBusiness
- business that is primarily carried out electronically
over various networks (e.g., intranets, extranets, and/or the
Internet using the World Wide Web) and that typically uses
Web technology to:
- Streamline business processes.
- Increase productivity and efficiency.
- Easily communicate with partners, vendors and
customers.
- Connect users to back-end applications and
databases.
- Transact commerce in a secure manner (i.e.,
eCommerce).
-
eCommerce
- the selling and buying of goods and services
electronically (e.g., over the Internet using the World Wide
Web) including:
- Online display of goods and services.
- Ordering.
- Billing.
- Payment.
- Customer service.
- Access to transaction records.
-
efficiency
- (1) a user-oriented
quality
requirement specifying the degree to which an application
or component effectively uses (i.e., minimizes its
consumption of) its computing (e.g., memory, processor) and
personnel (e.g., operations, user support) resources.
- (2) a quantitative quality factor measuring the degree to
which an application or component effectively uses its memory
and computing resources.
-
elicitory prototype
- a
throw-away
prototype that is used to elicit requirements (e.g., a
human user interface prototype).
Contrast with comparitive
prototype and
demonstrative prototype.
-
email server
- a
server
computer that is primarily used to offload e-mail sending
and receiving from an application server.
-
eMall
- a website consisting of multiple e-stores.
-
eMarket
- an Internet-based marketplace, sponsored by an
intermediary, that connects multiple buyers and sellers via a
new business model that delivers associated value-added
services such as catalog management, ordering, payment, and
fulfillment.
-
embedded computer
- a computer (usually a microprocessor) that is
incorporated as an integral part into a hardware component
and that is dedicated to performing specific functions of its
encapsulating hardware component.
For example, the computers embedded in microwave
ovens, smart phones, and automobiles.
-
encapsulation
- the software implementation technique that physically
localizes features into a single blackbox abstraction that
hides their implementation details (and associated design
decisions) behind a public interface.
-
encryption
- a
security
mechanism that uses a key to scramble data so that it is
not readable until decrypted with an associated key.
Contrast with decryption.
-
endeavor
- a major venture undertaken to achieve one or more
business goals.
See also enterprise,
program, and
project.
-
endeavor manager
- the
role that is played when a
person performs management tasks on an endeavor.
-
endeavor debrief report
- the quality
work product that
captures the results of the debrief (a.k.a., post mortem or
sunset) walkthrough.
-
end user
- the
role that is played by a
person who uses an application for personal or business
reasons (but who neither supports, maintains, nor operates
the application).
-
engagement
- a delivery stage covered by a single statement of
work.
-
engineer
- the
role that is played when a
person performs engineering tasks on an endeavor.
-
enterprise
- an
endeavor modeling a
business including all of its
programs.
Contrast with program and
project.
-
enterprise
architecture
- an enterprise-wide
architecture that
captures common architectural decisions that are common and
enforced across all applications and data centers within an
enterprise.
-
entity relationship
(ER) diagram
- a diagram used for data modeling and design that depicts
a set of real-world entities and the logical relationships
between them.
-
entity
relationship attribute (ERA) diagram
- a diagram used for data modeling and design that depicts
a set of real-world entities, their attributes, and the
logical relationships between them.
-
environment
- the hardware, operating system, programming language
virtual machine, and browser on which the software components
of an application execute.
-
environments engineering
- the activity of producing and maintaining the
development, test, and production environments.
-
environments inspection team
- the
team that inspects the work
products that are produced by the environments team.
-
environments team
- the
team that produces and
maintains the endeavor environments.
-
environments work products
- the cohesive set of work products that may be produced
during the environments engineering activity.
-
equivalence class
partitioning
- the testing technique that partitions the potential
inputs of a program under test into a finite number of
classes [sets] in order to identify a minimal set of test
cases, one test case for each equivalence set.
Note that the sets of potential test cases are called
equivalence sets because all members of a set should cause
the same qualitative behavior if the software is correctly
implemented.
Note that the two types of input equivalence classes
are valid and invalid.
-
error
- the mistake that a human makes that results in the
existence of a
defect in the work
product. Thus, a human error causes a defect, which in turn
may cause one or more
failures.
-
error guessing
- a testing technique whereby the tester selects test cases
based on inputs that seem likely to cause failures.
-
error seeding
- a testing technique whereby the tester intentionally
incorporates known defects into a computer program for the
purpose of estimating the number of remaining preexisting
defects by observing the rate of detection and removal of the
seeded defects.
-
essential use case
- a
use case that contains
absolutely no
design
constraints and is therefore used to specify
operational
requirements.
-
eStrategy
- a customer's overall plans for performing e-business as
documented in a strategy document. An e-strategy should be
based on a
customer
analysis,
user analysis and
market analysis,
and business case. An e-strategy includes an appropriate
[potentially reengineered] business model and a list of
prioritized projects.
-
evolutionary prototype
- a
prototype that evolves
into the actual application during an iterative, incremental
development cycle.
Contrast with throw-away
prototype.
-
exception
- the violation of an assertion (i.e., a failure of the
associated operation to execute successfully).
-
exceptional path
- any
use case
path through a use case that captures an exceptional
(error) situation.
Contrast with normal path.
-
extensibility
- (1) a developer-oriented
quality
requirement specifying the degree to which the system
shall be able to be modified to meet changing requirements or
goals.
- (2) a quality factor measuring the ease with which the
system can be modified to meet changing requirements or
goals, typically measured in terms of the average amount of
time average developers require to make average
modifications.
See also
maintainability.
-
external
- any thing that is external to (i.e., outside of) the work
product to be developed and that is relevant to the
development process because the external interfaces with it,
either directly or indirectly.
Note that the thing to be developed can be an:
Note that an external can be any:
Note that an external may act on, or be acted on, by
the work product to be developed.
-
external API
requirement
- a
requirement concerning an application programmer interface
(API) between an application and an external system or
application.
Contrast with design
constraint,
informational requirement,
operational
requirement, and
quality
requirement.
-
external API specification (EAPIS)
- an optional deliverable document that formally specifies
the programmatic interfaces to all external
applications.
-
external content
source
- an
external that is a source of reusable
content that can be
acquired for entry into a
content
management system.
-
- a private
network that enables
multiple organizations (e.g., businesses) to securely share
information and conduct business.
Contrast with Internet and
intranet.
-
eXtreme Programming (XP)
- a lightweight software development method that has its
origins in the Smalltalk community. XP emphasizes programming
and minimizes documentation.