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

Dangers of manual resource management

C++ allows us to manage resources almost at the hardware level, and someone, somewhere, must indeed manage them at this level. The latter is actually true for every language, even the high-level ones that do not expose such details to the programmers. But somewhere does not have to be in your program! Before we learn the C++ solutions and tools for resource management, let’s first understand the problems that arise from not using any such tools.

Manual resource management is error-prone

The first and most obvious danger of managing every resource manually, with explicit calls to acquire and release each one, is that it is easy to forget the latter. For example, see the following:

{
  object_counter* p = new object_counter;
  ... many more lines of code ...
  // Were we supposed to do something here?
  // Can't remember now...
}

We are now leaking a resource (the object_counter objects...