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 C++, memory ownership is really just shorthand for object ownership, which, in turn, is the way to manage arbitrary resources, their ownership, and access. We have reviewed the contemporary idioms that the C++ community has developed to express different types of memory ownership. C++ allows the programmer to express exclusive or shared memory ownership. Just as important is expressing non-ownership in programs that are agnostic about the ownership of resources. We have also learned about the practices and attributes of resource ownership in a well-designed program.

We now have the idiomatic language to clearly express which entity in the program owns each object or resource, and when non-owning access is granted. The next chapter covers the idiom for the simplest operation on resources: the exchange, or swap.