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)

Resource management in C++

Every program operates on resources and needs to manage them. The most commonly used resource is memory, of course. Hence, you often read about memory management in C++. But really, resources can be just about anything. Many programs exist specifically to manage real, tangible physical resources, or the more ephemeral (but no less valuable) digital ones. Money in bank accounts, airline seats, car parts and assembled cars, or even crates of milk—in today's world, if it is something that needs to be counted and tracked, there is a piece of software somewhere that is doing it. But even in a program that does pure computations, there may be varied and complex resources, unless the program also eschews abstractions and operates at the level of bare numbers. For example, a physics simulation program may have particles as resources.

All of these...