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Hands-On Design Patterns with C++

Hands-On Design Patterns with C++ - Second Edition

By : Fedor G. Pikus
4.5 (11)
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Hands-On Design Patterns with C++

Hands-On Design Patterns with C++

4.5 (11)
By: Fedor G. Pikus

Overview of this book

C++ is a general-purpose programming language designed for efficiency, performance, and flexibility. 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. This book helps you focus on the design patterns that naturally adapt to your needs, and on the patterns that uniquely benefit from the features of C++. Armed with the knowledge of these patterns, you’ll spend less time searching for solutions to common problems and tackle challenges with the solutions developed from experience. You’ll also explore that design patterns are a concise and efficient way to communicate, as patterns are a familiar and recognizable solution to a specific problem and can convey a considerable amount of information with a single line of code. By the end of this book, you’ll have a deep understanding of how to use design patterns to write maintainable, robust, and reusable software.
Table of Contents (26 chapters)
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1
Part 1: Getting Started with C++ Features and Concepts
5
Part 2: Common C++ Idioms
10
Part 3: C++ Design Patterns
18
Part 4: Advanced C++ Design Patterns

The Builder pattern

Let us go almost all the way back to the start of the chapter and take another look at the way we pass named arguments to a C++ function. Instead of a constructor with many arguments, we settled on an options object where each argument is explicitly named:

City GreensDale(City::Options()
  .SetCenter(City::KEEP)
  .SetBuildings(3)
  .SetGuard(1)
  .SetForge()
);

Let us now focus on the Options object itself, specifically, the way we construct it. The constructor does not create a finished object (that would just move the problem from the City constructor to the Options constructor). Instead, we build the object piece by piece. This is a particular case of a very general design pattern – the Builder.

Basics of the Builder pattern

The Builder design pattern is used whenever we decide that an object cannot be constructed in what we consider a complete state by the constructor alone. Instead, we write a helper...

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