Front-End Development Flashcards

(124 cards)

1
Q

Agenda

A

A list of topics to discuss in a meeting

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2
Q

Follow-up

A

Checking in on previous tasks or actions

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3
Q

Touch base

A

To check in briefly with someone

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4
Q

Clarification

A

Asking for more details

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5
Q

Alignment

A

Ensuring everyone understands and agrees

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6
Q

Stand-up meeting

A

A short daily meeting to discuss progress

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7
Q

Sprint

A

A short development cycle in Agile

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8
Q

Backlog

A

A list of pending tasks in Agile development

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9
Q

Blocker

A

An issue preventing progress

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10
Q

Dependency

A

A task that relies on another task to be completed

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11
Q

Estimate

A

A rough calculation of time needed for a task

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12
Q

Daily Stand-Up

A

A short daily meeting where team members give updates

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13
Q

Sprint

A

A time-boxed development cycle (e.g., 2 weeks)

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14
Q

User Story

A

A description of a feature from the user’s perspective

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15
Q

Task Breakdown

A

Dividing a user story into smaller tasks

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16
Q

Priority

A

The importance of a task in relation to others

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17
Q

Sprint Goal

A

The main objective for a sprint

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18
Q

Velocity

A

A measurement of how much work a team completes per sprint

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19
Q

Implementation

A

The process of coding a feature or function

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20
Q

Refactoring

A

Improving existing code without changing functionality

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21
Q

Deployment

A

Releasing code to production or staging

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22
Q

Bug Fix

A

Resolving an error in the code

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23
Q

Pull Request (PR)

A

A request to merge code changes into the main branch

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24
Q

Merge Conflict

A

When two branches have conflicting changes

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25
Component
A reusable part of the UI (often in frameworks like React or Vue)
26
Props
Inputs passed into components
27
State
Data that determines how a component behaves or renders
28
Event Handler
Function triggered by user interaction (e.g. onClick)
29
Conditional Rendering
Displaying different UI based on conditions
30
Responsive Design
Layout adapts to screen sizes
31
Hook
A React function for adding state or lifecycle features to components
32
Requirements
What the client wants the software to do
33
Feature
A specific function of the product
34
Mockup / Prototype
A visual draft of the product or UI
35
User Flow
The steps a user takes to achieve a goal
36
Use Case
A specific scenario for how a feature is used
37
Priority
Level of importance or urgency
38
Timeline / ETA
Estimated time to complete a task
39
Milestone
A key goal or checkpoint in the project
40
Scope
The boundaries of what will be delivered
41
Feedback
Suggestions or opinions about the work
42
Tech stack
The combination of technologies used
43
Component-based architecture
A frontend system where UI parts are reusable and isolated
44
State management
Handling data that changes over time
45
Optimization
Improving speed or efficiency
46
Responsiveness
Adjusting layout for different screen sizes
47
Cross-browser compatibility
Making sure it works on all browsers
48
Deployment
Releasing code to production
49
Version control
Managing code versions (e.g., Git)
50
Code review
Feedback process for improving code quality
51
Acceptance criteria
Specific conditions to satisfy the user story
52
Sprint
A short, timed development period (usually 1–2 weeks)
53
Story points
Units to estimate task difficulty/effort
54
Dependencies
Other tasks that must be completed first
55
Capacity
How much work someone can realistically complete
56
Scope creep
When a task expands beyond its original plan
57
Refinement (grooming)
Clarifying and preparing backlog items for future work
58
Constructive feedback
Helpful suggestions for improvement
59
Best practices
Widely accepted methods that are considered most effective
60
Maintainability
How easy code is to update or fix in the future
61
Scalability
How well a system can grow to handle more users, features, etc
62
Cross-functional team
A team with different roles (design, dev, QA, PM) working together
63
Integration
Connecting different systems or codebases
64
Bug report
A description of an error, often including steps to reproduce
65
Reproduction steps
Clear actions that show how to recreate an issue
66
Blocker
Something that prevents work from continuing
67
Alignment
Making sure all teams or people agree and move in the same direction
68
Escalate
Raise an issue to a higher level or another team
69
User flow
The steps a user takes to complete a goal
70
Intuitive
Easy to understand without instructions
71
Accessibility (a11y)
Designing for people with disabilities
72
Screen reader
A tool that reads content aloud for visually impaired users
73
ARIA labels
Attributes that help screen readers interpret elements
74
Focus state
The visual indicator when an element is selected
75
Contrast ratio
The color difference between text and background
76
Tab order
The sequence in which focusable elements are selected via keyboard
77
Walkthrough
A step-by-step explanation of how a feature works
78
Interactive demo
A live version that the audience can try or watch
79
Preview
A first look at a feature that may still be in progress
80
Prototype
A working model or mock version
81
Release-ready
A feature that’s complete and ready to go live
82
User scenario
A realistic situation a user might face
83
Responsive layout
Adapts to different screen sizes
84
Changelog
A record of all updates, fixes, and features
85
Comment thread
A series of comments on an issue, PR, or doc
86
Readme
A markdown file explaining how a repo works
87
Documentation
Written explanation of code, logic, design, or behavior
88
Issue tracker
A tool (e.g., Jira, GitHub) to report and follow tasks or bugs
89
Async update
A written update given outside of a live meeting
90
Tech lead
A developer responsible for guiding the technical direction of a team
91
Delegation
Assigning tasks or responsibilities to others
92
Code standards
Agreed rules for writing code consistently
93
Knowledge transfer
Sharing skills, tools, and processes with others
94
Onboarding
The process of helping new hires or juniors start effectively
95
Pair programming
Two devs working on the same code together
96
Mentorship
Ongoing support and guidance to help someone grow
97
Abstraction
Hiding complex logic inside reusable structures
98
Single responsibility
A principle where each unit does one job
99
Tech debt
Suboptimal code that may cause problems later
100
Regression
A bug that reappears due to new changes
101
Rollout strategy
A plan for gradually releasing features
102
DX (Developer Experience)
How intuitive and smooth it is for devs to use your code
103
Trade-off
A decision that gains something while sacrificing another
104
Componentization
Breaking UI into smaller, reusable components
105
Code smell
A sign of potential issues in code structure
106
Design token
Reusable values for spacing, colors, and typography
107
Monorepo
A single repository for multiple projects or packages
108
Client-side rendering (CSR)
Rendering content in the browser
109
Server-side rendering (SSR)
Rendering HTML on the server before sending it to the browser
110
Hydration
Reattaching client-side JS to server-rendered HTML
111
Code splitting
Breaking large bundles into smaller chunks
112
Tree shaking
Removing unused code during build
113
Critical rendering path
Steps the browser takes to render a page
114
Lazy loading
Deferring the load of components or images
115
Caching strategy
Methods to store and reuse assets
116
Naming convention
Agreed rules for naming variables, functions, etc.
117
Separation of concerns
Keeping unrelated logic in separate parts
118
Readability
How easy code is to understand
119
Consistency
Following the same style across codebase
120
Blocking comment
Required change before merge
121
Guard clause
Early return to avoid deep nesting
122
Idempotent
Safe to run repeatedly without side effects
123
Linter/Formatter
Automated style tools
124
Golden path
Preferred default approach