Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Expert C++

You're reading from   Expert C++ Become a proficient programmer by learning coding best practices with C++17 and C++20's latest features

Arrow left icon
Product type Paperback
Published in Apr 2020
Publisher Packt
ISBN-13 9781838552657
Length 606 pages
Edition 1st Edition
Languages
Arrow right icon
Authors (2):
Arrow left icon
Vardan Grigoryan Vardan Grigoryan
Author Profile Icon Vardan Grigoryan
Vardan Grigoryan
Shunguang Wu Shunguang Wu
Author Profile Icon Shunguang Wu
Shunguang Wu
Arrow right icon
View More author details
Toc

Table of Contents (22) Chapters Close

Preface 1. Section 1: Under the Hood of C++ Programming
2. Introduction to Building C++ Applications FREE CHAPTER 3. Low-Level Programming with C++ 4. Details of Object-Oriented Programming 5. Understanding and Designing Templates 6. Memory Management and Smart Pointers 7. Section 2: Designing Robust and Efficient Applications
8. Digging into Data Structures and Algorithms in STL 9. Functional Programming 10. Concurrency and Multithreading 11. Designing Concurrent Data Structures 12. Designing World-Ready Applications 13. Designing a Strategy Game Using Design Patterns 14. Networking and Security 15. Debugging and Testing 16. Graphical User Interface with Qt 17. Section 3: C++ in the AI World
18. Using C++ in Machine Learning Tasks 19. Implementing a Dialog-Based Search Engine 20. Assessments 21. Other Books You May Enjoy

Design patterns

Design patterns are one of the most expressive tools for programmers. They allow us to solve design problems in an elegant and well-tested way. When you are struggling to provide the best possible design of your classes and their relationship, a well-known design pattern may come to the rescue.

The simplest example of a design pattern is a Singleton. It provides us with a way to declare and use only one instance of the class. For example, suppose that the e-commerce platform has only one Warehouse. To access the Warehouse class, the project may require that we include and use it in many source files. To keep things in sync, we should make the Warehouse a Singleton:

class Warehouse {
public:
static create_instance() {
if (instance_ == nullptr) {
instance_ = new Warehouse();
}
return instance_;
}

static remove_instance() {
delete instance_;
...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image