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Hands-On Design Patterns with C++

Hands-On Design Patterns with C++

By : Fedor G. Pikus
4.2 (20)
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Hands-On Design Patterns with C++

Hands-On Design Patterns with C++

4.2 (20)
By: Fedor G. Pikus

Overview of this book

C++ is a general-purpose programming language designed with the goals of efficiency, performance, and flexibility in mind. Design patterns are commonly accepted solutions to well-recognized design problems. In essence, they are a library of reusable components, only for software architecture, and not for a concrete implementation. The focus of this book is on the design patterns that naturally lend themselves to the needs of a C++ programmer, and on the patterns that uniquely benefit from the features of C++, in particular, the generic programming. Armed with the knowledge of these patterns, you will spend less time searching for a solution to a common problem and be familiar with the solutions developed from experience, as well as their advantages and drawbacks. The other use of design patterns is as a concise and an efficient way to communicate. A pattern is a familiar and instantly recognizable solution to specific problem; through its use, sometimes with a single line of code, we can convey a considerable amount of information. The code conveys: "This is the problem we are facing, these are additional considerations that are most important in our case; hence, the following well-known solution was chosen." By the end of this book, you will have gained a comprehensive understanding of design patterns to create robust, reusable, and maintainable code.
Table of Contents (21 chapters)
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Multiple inheritance

In C++, a class can be derived from several base classes. Going back to our birds, let's make an observation—while flying birds have a lot in common with each other, they also have something in common with other flying animals, specifically, the ability to fly. Since flight isn't limited to birds, we may want to move the data and the algorithms related to processing flight into a separate base class. But there's also no denying that an eagle is a bird. We could express this relation if we used two base classes to construct the Eagle class:

class Eagle : public Bird, public FlyingAnimal { ... };

In this case, the inheritance from both base classes is public, which means that the derived class inherits both interfaces and must fulfill two separate contracts. What happens if both interfaces define a method with the same name? If this method isn't virtual, then an attempt to invoke it on the derived class is ambiguous, and the program doesn't compile. If the method is virtual and the derived class has an override for it, then there's no ambiguity since the method of the derived class is called. Also, Eagle is now both Bird and FlyingAnimal:

Eagle* e = new Eagle;
Bird* b = e;
FlyingAnimal* f = e;

Both conversions from the derived class into the base class pointer are allowed. The reverse conversions must be made explicitly using a static or a dynamic cast. There's another interesting conversion—if we have a pointer to a FlyingAnimal class that's also a Bird class, can we cast from one to the other? Yes, we can with a dynamic cast:

Bird* b = new Eagle;    // Also a FlyingAnimal
FlyingAnimal* f = dynamic_cast<FlyingAnimal*>(b);

When used in this context, the dynamic cast is sometimes called a cross-cast—we aren't casting up or down the hierarchy (between derived and based classes) but across the hierarchy—between the classes on different branches of the hierarchy tree.

Multiple inheritance is often maligned and disfavored in C++. Much of this advice is outdated and stems from the time when compilers implemented multiple inheritance poorly and inefficiently. Today, with modern compilers, this isn't a concern. It's often said that multiple inheritance makes the class hierarchy harder to understand and reason about. Perhaps it would be more accurate to say that it's harder to design a good multiple inheritance hierarchy that accurately reflects the relations between different properties, and that a poorly designed hierarchy is difficult to understand and reason about.

These concerns mostly apply to hierarchies that use public inheritance. Multiple inheritance can be private as well. There's even less reason to use multiple private inheritance instead of composition than there was to use single private inheritance. However, the empty base optimization can be done on multiple empty base classes and remains a valid reason to use private inheritance, if it applies:

class Empty1 {};
class Empty2 {};
class Derived : private Empty1, private Empty2 {
int i;
}; // sizeof(Derived) == 4
class Composed {
int i;
Empty1 e1;
Empty2 e2;
}; // sizeof(Composed) == 8

Multiple inheritance can be particularly effective when the derived class represents a system that combines several unrelated, non-overlapping attributes. We'll encounter such cases throughout this book when we explore various design patterns and their C++ representations.

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