Agile and Iterative Development: A Manager's Guide by Craig Larman

By Craig Larman

Agile and iterative equipment have emerged because the preferred techniques to software program improvement, and with strong cause. examine (examined and mentioned intimately inside of this e-book) indicates that iterative equipment decrease the danger of failure, in comparison to conventional types of improvement. This e-book is a good creation for either managers and practitioners that want a distilled and punctiliously geared up studying relief for the hands-on practices from making plans to specifications to checking out and the values that outline those tools. the writer additionally presents facts of the worth of switching to agile and iterative equipment. by means of learning this publication, the reader will discover ways to observe the major rules in agile and iterative improvement, the main points and comparability of 4 influential iterative tools (Scrum, severe Programming, Evo, and the Unified Process), solutions to commonly asked questions, and significant comparable administration abilities. The book's objective is caliber details that may be speedy understood and utilized.

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For a None, they do nothing. type = None scala> m(c1) res19: Option[Int] = Some(11) scala> m(c2) res20: Option[Int] = None So the map operation, when invoked over a None, simply did nothing: scala> def m(n : Int) = if (n >= 0 && n < 10) Some(n) else None m: (n: Int)Option[Int] scala> m(10) foreach( x => println (x+1 )) scala> m(5) foreach( x => println (x+1) ) The foreach increments and prints the number, if there is a Some. For a None, it does nothing. info Singletons, Factories, and Builders Options are container Let's put all this together to write the Scala version of the sentinel-based tree node.

Moments Patterns have more to do with a software design such as how to compose things together, the kind of design template to be used, and so on. They are a lot more about interactions between classes and objects. Patterns are design recipes, and they illustrate a solution to a recurring design problem. However, idioms are largely specific to a language and patterns are more general and at a higher level. Patterns are also mostly language independent. You can (and usually do) implement the same design patterns in the language you are working with.

At times, we want explicit control of the object-creation process. There are times when we want to allow creation of only one instance of a class. Creational design patterns deal with object-creation mechanisms. Refer to https://sourcemaking. com/design_patterns/creational_patterns for more information on creational patterns. Creational patterns help create objects in a manner suitable to the situation. Some expensive objects may need to be lazy-initialized. Refer to http://martinfowler. html for a very nice introduction to lazy initialization.

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