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

We have studied two of the most commonly used patterns - not just in C++, but in software design in general. The Adapter pattern offers an approach to solving a wide class of design challenges. These challenges have only the most general property in common - given a class, a function, or a software component that provides certain functionality, we must solve a particular problem, and build a solution for a different, related problem. The decorator pattern is, in many ways, a subset of the Adapter pattern, which is restricted to augmenting the existing interface of the class of a function with new behavior.

We have seen that the interface conversion and modification done by the adapters and decorators can be applied to interfaces at every stage of the program’s life - while the most common use is to modify runtime interfaces so that a class can be used in a different context, there are also compile-time adapters for generic code that allow us to use a class as a building...