Book Image

Hands-On Design Patterns with C++

By : Fedor G. Pikus
Book Image

Hands-On Design Patterns with C++

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)

The singleton pattern – what is it and what is it for?

Let's start by reviewing what the singleton pattern is, what it does, and when it should be used. Each pattern is a commonly accepted solution to a frequently occurring design problem, so what problem does the singleton pattern solve?

The singleton is a pattern that's used to restrict the number of class instantiations to exactly one. It should be considered when, by design, there should only be one object of a certain type in the entire system. A frequent criticism of the singleton is that it is a global variable in disguise, and global variables are bad. As a supposed downside of the singleton pattern itself, this critique misses the point: the pattern is a solution to the design challenge. You can argue that having a single global object in the entire system is a sign of bad design, but that is an argument...