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Mastering the C++17 STL

You're reading from   Mastering the C++17 STL Make full use of the standard library components in C++17

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Product type Paperback
Published in Sep 2017
Publisher Packt
ISBN-13 9781787126824
Length 384 pages
Edition 1st Edition
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Arthur O'Dwyer Arthur O'Dwyer
Author Profile Icon Arthur O'Dwyer
Arthur O'Dwyer
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Table of Contents (13) Chapters Close

Preface 1. Classical Polymorphism and Generic Programming 2. Iterators and Ranges FREE CHAPTER 3. The Iterator-Pair Algorithms 4. The Container Zoo 5. Vocabulary Types 6. Smart Pointers 7. Concurrency 8. Allocators 9. Iostreams 10. Regular Expressions 11. Random Numbers 12. Filesystem

The notion of ownership

When we say that object A owns object B, what we mean is that object A manages the lifetime of object B--that A controls the construction, copying, moving, and destruction of object B. The user of object A can (and should) "forget about" managing B (for example, via explicit calls to delete B, fclose(B), and so on).

The simplest way for an object A to "own" an object B is for B to be a member variable of A. For example:

    struct owning_A {
B b_;
};

struct non_owning_A {
B& b_;
};

void test()
{
B b;

// a1 takes ownership of [a copy of] b.
owning_A a1 { b };

// a2 merely holds a reference to b;
// a2 doesn't own b.
non_owning_A a2 { b };
}

Another way is for A to hold a pointer to B, with the appropriate code in ~A() (and, if necessary, in the copy and move operations...

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