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Hands-On Design Patterns with Delphi

You're reading from   Hands-On Design Patterns with Delphi Build applications using idiomatic, extensible, and concurrent design patterns in Delphi

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Product type Paperback
Published in Feb 2019
Publisher Packt
ISBN-13 9781789343243
Length 476 pages
Edition 1st Edition
Languages
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Author (1):
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Primož Gabrijelčič Primož Gabrijelčič
Author Profile Icon Primož Gabrijelčič
Primož Gabrijelčič
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Toc

Table of Contents (19) Chapters Close

Preface 1. Section 1: Design Pattern Essentials FREE CHAPTER
2. Introduction to patterns 3. Section 2: Creational Patterns
4. Singleton, Dependency Injection, Lazy Initialization, and Object Pool 5. Factory Method, Abstract Factory, Prototype, and Builder 6. Section 3: Structural Patterns
7. Composite, Flyweight, Marker Interface, and Bridge 8. Adapter, Proxy, Decorator, and Facade 9. Section 4: Behavioral Patterns
10. Nullable Value, Template Method, Command, and State 11. Iterator, Visitor, Observer, and Memento 12. Section 5: Concurrency Patterns
13. Locking patterns 14. Thread pool, Messaging, Future and Pipeline 15. Section 6: Miscellaneous Patterns
16. Designing Delphi Programs 17. Other Kinds of Patterns 18. Other Books You May Enjoy

Lock

The big power of multithreaded programming lies in the fact that all threads can access all the memory in the program. When we create a new thread that will process some program data, we don't need any special preparations. We just create the thread and that data will be available to it.

This, however, is also the biggest weakness of multithreaded programming. If multiple threads are accessing the same data, they can easily interfere with each other. One thread can overwrite the data of another thread or it can modify the structure that another thread is using. This results in all kinds of problems, including random crashes at unexpected locations.

As an example, imagine this situation. A first thread is walking some list and processing elements with the following code:

for i := 0 to FList.Count - 1 do
DoSomethingWith(FList[i]);

FList is a global object and while this...

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