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

Chapter 3, Memory and Ownership

  1. Clear memory ownership, and by extension, resource ownership, is one of the key attributes of a good design. With clear ownership, resources are certain to be created and made available in time for when they are needed, maintained while they are in use, and released/cleaned up when no longer needed.
  2. Resource leaks, including memory leaks; dangling handles (resource handles, such as pointers, references, or iterators, pointing to resources that do not exist); multiple attempts to release the same resource; multiple attempts to construct the same resource.
  3. Non-ownership, exclusive ownership, shared ownership, as well as conversion between different types of ownership and transfer of ownership.
  4. Ownership-agnostic functions and classes should refer to objects by raw pointers and references if the corresponding ownership is handled through owning pointers. If the objects are owned by rich pointers or containers, the problem becomes more difficult...