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100 Terms Every Software Developer Should Know

January 17, 2026

No. Term Definition
1. Abstraction Hide complexity behind simple, stable interfaces.
2. Accessibility (a11y) Design usable software for people with disabilities.
3. Agile Iterative development emphasizing feedback and adaptability.
4. Algorithm Step-by-step procedure to solve a problem.
5. API Contract for software components to communicate.
6. Artifact Build output like binaries, images, or packages.
7. Authentication Verify identity of a user or system.
8. Authorization Determine what an identity is allowed to do.
9. Automated Testing Run tests automatically to validate behavior.
10. Availability System uptime and readiness to serve requests.
11. Backlog Prioritized list of work to be done.
12. Backward Compatibility New versions work with older clients or data.
13. Bandwidth Maximum data transfer rate over a network.
14. Big-O Notation Describes algorithmic time or space growth.
15. Binary Search Search sorted data by halving the range.
16. Bitwise Operation Operate on individual bits within integers.
17. Branch Independent line of development in version control.
18. Build System Tools that compile and package software.
19. Caching Store results to reduce repeated computation.
20. CI/CD Automate build, test, and deployment pipelines.
21. Class Blueprint defining data and behavior in OOP.
22. Code Review Peer evaluation of code changes for quality.
23. Concurrency Multiple tasks make progress at the same time.
24. Configuration External settings controlling runtime behavior.
25. Container Packaged app with dependencies in isolated environment.
26. Coupling Degree of dependency between software components.
27. CRUD Create, read, update, and delete operations.
28. Data Structure Organized way to store and access data.
29. Deadlock Threads wait indefinitely for each other.
30. Debugging Find and fix defects in code.
31. Dependency Injection Provide dependencies from outside a component.
32. Deployment Release software to a target environment.
33. Design Pattern Reusable solution to common design problems.
34. Distributed System Multiple nodes coordinate to provide a service.
35. Domain Model Software representation of real-world business concepts.
36. DRY Avoid duplicating logic; reuse shared abstractions.
37. Dynamic Programming Solve problems using cached subproblem results.
38. Encapsulation Bundle data and methods; restrict direct access.
39. Encryption Transform data to prevent unauthorized reading.
40. Endpoint Network address where an API is accessed.
41. Event-Driven Architecture Components react to events via messaging.
42. Exception Runtime error signal altering normal control flow.
43. Feature Flag Toggle functionality without redeploying code.
44. Functional Programming Emphasizes pure functions and immutable data.
45. Garbage Collection Automatic reclamation of unused memory.
46. Git Distributed version control system for source code.
47. Graph Nodes and edges representing relationships.
48. Hash Function Maps input to fixed-size value deterministically.
49. Heap Tree-based priority queue or memory region.
50. HTTP Web protocol for client-server communication.
51. Idempotency Repeated calls have same effect as one.
52. Immutable Cannot be changed after creation.
53. Index Structure accelerating database query lookups.
54. Inheritance Derive new classes from existing ones.
55. Integration Test Test interactions between multiple components.
56. Interface Defined methods a type must implement.
57. Invariant Condition that must always remain true.
58. Issue Tracker System to record, prioritize, and manage work.
59. JSON Text format for structured data interchange.
60. Latency Time delay between request and response.
61. Load Balancer Distributes traffic across multiple servers.
62. Logging Record events for debugging and auditing.
63. Microservices Small services communicating over network APIs.
64. Middleware Software layer between application and infrastructure.
65. Migration Controlled change to database schema or data.
66. Mock Test double simulating dependencies’ behavior.
67. Modularity Separate system into independent, cohesive units.
68. Monorepo Single repository containing multiple projects.
69. Mutex Lock ensuring exclusive access to a resource.
70. Normalization Organize database to reduce redundancy and anomalies.
71. Observability Understand system via logs, metrics, and traces.
72. OOP Programming with objects combining state and behavior.
73. Open Source Software with publicly available, modifiable source.
74. Optimization Improve performance, resource use, or efficiency.
75. ORM Map database rows to language objects.
76. Pagination Split large result sets into manageable pages.
77. Performance Speed and resource efficiency under workload.
78. Polymorphism Same interface, different implementations by type.
79. Profiling Measure where time or memory is spent.
80. Pull Request Proposed code change submitted for review.
81. Queue FIFO structure for scheduling work items.
82. Race Condition Timing-dependent bug from unsynchronized concurrency.
83. Recursion Function calls itself to solve subproblems.
84. Refactoring Improve code structure without changing behavior.
85. Regression Previously working behavior breaks after changes.
86. Release Versioned distribution of software to users.
87. REST Resource-oriented API style using HTTP methods.
88. Rollback Revert to a previous stable version.
89. Runtime Environment executing the program and libraries.
90. Scalability Ability to handle growth in load or data.
91. Schema Formal structure of stored data and constraints.
92. SDK Tools and libraries for building on a platform.
93. Semaphore Counter controlling concurrent access to resources.
94. Serialization Convert objects to transmittable or storable form.
95. SOLID Five principles for maintainable OOP design.
96. Source Control Track and manage changes to code over time.
97. SQL Language for querying and manipulating relational data.
98. State Machine Model behavior as states and transitions.
99. Thread Lightweight execution unit within a process.
100. Throughput Amount of work completed per unit time.

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