In software engineering, Creational Design Patterns deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic or ordinary form of object creation could result in design problems or added complexity to the design. In this article of the Creational Design Patterns, we’re going to take a look at the much-hated & commonly asked design pattern in a programming interview. That is Singleton Design Pattern in Modern C++ which criticizes for its extensibility and testability. I will also cover the Multiton Design Pattern which quite contrary to Singleton.
The code snippets you see throughout this series of articles are simplified and unsophisticated. So you often see me not using keywords like override
, final
, public
(while inheritance) just to make code compact & consumable(most of the time) in single standard screen size. I also prefer struct
instead of class
just to save line by not writing “public:
” sometimes and also miss virtual destructor, constructor, copy constructor, prefix std::
, deleting dynamic memory, intentionally. I also consider myself a pragmatic person who wants to convey an idea in the simplest way possible rather than the standard way or using Jargons.
Note:
To create one & only one instance of a class at any point in time.
The Singleton Design Pattern ensures that a class has only one instance and provides a global point of access to that instance. This is useful when exactly one object need to coordinate actions across the system. So, essentially, the Singleton Design Pattern is nothing more than specifying a lifetime.
#design patterns #c++ #cplusplus #programming-c