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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 3, Memory and Ownership

  1. Clear memory ownership, and by extension, resource ownership, is one of the key attributes of a good design. With clear ownership, resources are certain to be created and made available in time for when they are needed, maintained while they are in use, and released/cleaned up when no longer needed.
  2. Resource leaks, including memory leaks; dangling handles (resource handles, such as pointers, references, or iterators, pointing to resources that do not exist); multiple attempts to release the same resource; multiple attempts to construct the same resource.
  3. Non-ownership, exclusive ownership, shared ownership, as well as conversion between different types of ownership and transfer of ownership.
  4. Ownership-agnostic functions and classes should refer to objects by raw pointers and references if the corresponding ownership is handled through owning pointers. If the objects are owned by rich pointers or containers, the problem becomes more difficult...
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