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Hands-On Design Patterns with C++

You're reading from   Hands-On Design Patterns with C++ Solve common C++ problems with modern design patterns and build robust applications

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Product type Paperback
Published in Jul 2023
Publisher Packt
ISBN-13 9781804611555
Length 626 pages
Edition 2nd Edition
Languages
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Author (1):
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Fedor G. Pikus Fedor G. Pikus
Author Profile Icon Fedor G. Pikus
Fedor G. Pikus
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Table of Contents (26) Chapters Close

Preface 1. Part 1: Getting Started with C++ Features and Concepts
2. Chapter 1: An Introduction to Inheritance and Polymorphism FREE CHAPTER 3. Chapter 2: Class and Function Templates 4. Chapter 3: Memory and Ownership 5. Part 2: Common C++ Idioms
6. Chapter 4: Swap – from Simple to Subtle 7. Chapter 5: A Comprehensive Look at RAII 8. Chapter 6: Understanding Type Erasure 9. Chapter 7: SFINAE, Concepts, and Overload Resolution Management 10. Part 3: C++ Design Patterns
11. Chapter 8: The Curiously Recurring Template Pattern 12. Chapter 9: Named Arguments, Method Chaining, and the Builder Pattern 13. Chapter 10: Local Buffer Optimization 14. Chapter 11: ScopeGuard 15. Chapter 12: Friend Factory 16. Chapter 13: Virtual Constructors and Factories 17. Chapter 14: The Template Method Pattern and the Non-Virtual Idiom 18. Part 4: Advanced C++ Design Patterns
19. Chapter 15: Policy-Based Design 20. Chapter 16: Adapters and Decorators 21. Chapter 17: The Visitor Pattern and Multiple Dispatch 22. Chapter 18: Patterns for Concurrency 23. Assessments 24. Index 25. Other Books You May Enjoy

Chapter 5, Comprehensive Look at RAII

  1. Memory is the most common resource, but any object can be a resource. Any virtual or physical quantity that the program operates on is a resource.
  2. Resources should not be lost (leaked). If a resource is accessed through a handle, such as a pointer or an ID, that handle should not be dangling (referring to a resource that does not exist). Resources should be released when they are no longer needed, in the manner that corresponds to the way they were acquired.
  3. Resource Acquisition Is Initialization is an idiom; it is the dominant C++ approach to resource management, where each resource is owned by an object, acquired in the constructor, and released in the destructor of that object.
  4. An RAII object should always be created on the stack or as a data member of another object. When the flow of the program leaves the scope containing the RAII object or the larger object containing the RAII object is deleted, the destructor of the RAII...
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