Veze, linkovi
Kompjuter biblioteka
Hands-On Design Patterns with C++

C++ Visual C++ C# C++ Visual C++ C#

Hands-On Design Patterns with C++

Autor: Fedor G Pikus
Broj strana: 532
ISBN broj: 9781788832564
Godina izdanja: 2019.

Pregleda (30 dana / ukupno): 61 / 1687

Twitter   Facebook   Linkedin   Pinterest   Email
Predlog za prevod


What You Will Learn

  • Recognize some of the most common design patterns used in C++, and what additional information is expressed by their use in context.
  • Understand how to use C++ generic programming to solve some of the most common design problems.
  • Explore the most powerful C++ idioms, their strengths, and drawbacks.
  • Rediscover some of the most popular C++ idioms, such as Resource Acquisition Is Initialization, and learn the new ways they can be used together with generic programming.
  • Understand the impact of different design and implementation choices on the program performance, and how to write well-designed and readable programs without sacrificing performance.

Book Description

C++ is a general-purpose programming language built with a bias towards embedded programming and systems programming. Design patterns are, in essence, a library of reusable components, only for software architecture, not for a concrete implementation.

With this book, we will teach you how to recognize and apply some of the most common C++ design patterns and idioms. We will focus on the design patterns that naturally lend themselves to the needs of a C++ programmer and fit well with the language’s features. Armed with the knowledge of these patterns, you will spend less time searching for a solution to a common problem and be familiar with the solutions developed from experience, their advantages and drawbacks. The other use of design patterns is as a concise and efficient way to communicate. The patterns are familiar and instantly recognizable solutions to specific problems; with its use, sometimes with a single line of code, we can convey a considerable amount of information. The code speaks: "this is the problem we are facing, these are additional considerations that are most important in our case, and, thus, the following well-known solution was chosen."

By the end of this book, you will have gained a comprehensive understanding of the Design Patterns to create robust, reusable and easily maintainable apps.


Fedor G Pikus

Fedor G Pikus is a Chief Engineering Scientist in the Design to Silicon division of Mentor Graphics Corp (Siemens business). His earlier positions included a Senior Software Engineer at Google and a Chief Software Architect for Calibre PERC, LVS, DFM at Mentor Graphics. He joined Mentor Graphics in 1998 when he made a switch from academic research in computational physics to the software industry. Fedor is a recognized expert on high-performance computing and C++, he presented his works at CPPCon, SD West, DesignCon, in Software Development Journal, and is also an O’Reilly author. His responsibilities as a Chief Scientist include planning the long-term technical direction of Calibre products, directing and training the engineers who work on these products, design and architecture of the software, and research in the new design and software technologies. Fedor has over 25 patents and over 100 papers and conference presentations on physics, EDA, software design, and C++ language.

Table of Contents

Chapter 1: An Introduction to Inheritance and Polymorphism
Chapter 2: Function Templates
Chapter 3: Class Templates
Chapter 4: Swap
Chapter 5: A Comprehensive Look at RAII
Chapter 6: TBD - OOP Idiom
Chapter 7: Type Erasure
Chapter 8: SFINAE and Overload Resolution Management
Chapter 9: Classic Patterns for Object-Oriented Designs
Chapter 10: Local Buffer Optimization
Chapter 11: Friend Factory
Chapter 12: Virtual Constructors and Factories
Chapter 13: Memory Ownership
Chapter 14: Template Method Pattern and Non-Virtual Idiom
Chapter 15: Curiously Recurring Template Pattern
Chapter 16: Mixin
Chapter 17: Scopeguard
Chapter 18: Serialization/Deserialization and Virtual Template
Chapter 19: Policy-Based Design
Chapter 20: Policy-Based Design, Inside-Out
Chapter 21: Typelist and Typemap
Chapter 22: Visitor and Multiple Dispatch



• Milos
Ocekujem ovu knjgu!

Ostavite komentar Ostavite komentar



C++ Osnove programiranja

C++ Osnove programiranja

 Programski jezik C++ sa rešenim zadacima 11. izdanje (C++17)

Programski jezik C++ sa rešenim zadacima 11. izdanje (C++17)

Veze, linkovi
Linkedin Twitter Facebook
© Sva prava pridržana, Kompjuter biblioteka, Beograd, Obalskih radnika 4a, Telefon: +381 11 252 0 272