Book Image

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

By : Fedor G. Pikus
5 (1)
Book Image

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

5 (1)
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)
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

Summary

In this chapter, we have learned why constructors cannot be made virtual, and what to do when we really want a virtual constructor anyway. We have learned how to construct and copy objects whose type becomes known at runtime by using the Factory pattern and one of its variations. We also explored several implementations of the Factory constructor that differ in the way that the code is organized and that the behavior is delegated to different components of the system, and compared their advantages and trade-offs. We have also seen how multiple design patterns interact with each other.

While in C++, the constructor has to be invoked with the true type of the object to construct—always—this does not mean that the application code has to specify the complete type. The Factory pattern allows us to write code that specifies the type indirectly, using an identifier that is associated with the type elsewhere (create an object of the third kind), or an associated object...