1596302220
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
1601479980
Singleton Design Pattern
All these different implementation methods lead to one goal that is having a single instance of a class at any given point of time in JVM. Let’s see different implementation approaches for the Singleton design pattern
Let’s see the program to understand this …
package com.vikram;
public class EagerSingleton {
//Only object created when class is loaded and theInstance is private static var pointing to it.
private static EagerSingleton theInstance = new EagerSingleton();
//private constructor
private EagerSingleton(){
}
//public method to return single instance of class .
public static EagerSingleton getInstance(){
return theInstance;
}
}
Eager Initialization
#desing-pattern #classloading #singleton-pattern #singleton-design-pattern #java-singleton-pattern
1623835440
Starting from **Creational Design Pattern, **so wikipedia says “creational design pattern are design pattern that deals with object creation mechanism, trying to create objects in manner that is suitable to the situation”.
The basic form of object creations could result in design problems and result in complex design problems, so to overcome this problem Creational Design Pattern somehow allows you to create the object.
Builder is one of the** Creational Design Pattern**.
Builder is useful when you need to do lot of things to build an Object. Let’s imagine DOM (Document Object Model), so if we need to create the DOM, We could have to do lot of things, appending plenty of nodes and attaching attributes to them. We could also imagine about the huge XML Object creation where we will have to do lot of work to create the Object. A Factory is used basically when we could create the entire object in one shot.
As **Joshua Bloch (**He led the Design of the many library Java Collections Framework and many more) – “Builder Pattern is good choice when designing the class whose constructor or static factories would have more than handful of parameters”
#java #builder #builder pattern #creational design pattern #design pattern #factory pattern #java design pattern
1596302220
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
1597294800
In software engineering, Creational Design Patterns deal with object creation mechanisms, i.e. try to create objects in a manner suitable to the situation. In addition to this basic or ordinary form of object creation could result in design problems or added complexity to the design.
Factory Design Pattern in C++ helps to mitigate this issue by creating objects using separate methods or polymorphic classes.
By the way, If you haven’t check out my other articles on Creational Design Patterns, then here is the list:
The code snippets you see throughout this series of articles are simplified not sophisticated. 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:
For the creation of wholesale objects unlike builder(which creates piecewise).
struct Point {
Point(float x, float y){ /*...*/ } // Cartesian co-ordinates
// Not OK: Cannot overload with same type of arguments
// Point(float a, float b){ /*...*/ } // Polar co-ordinates
// ... Implementation
};
enum class PointType{ cartesian, polar };
class Point {
Point(float a, float b, PointTypetype = PointType::cartesian) {
if (type == PointType::cartesian) {
x = a; b = y;
}
else {
x = a * cos(b);
y = a * sin(b);
}
}
};
enum class PointType { cartesian, polar };
class Point {
float m_x;
float m_y;
PointType m_type;
// Private constructor, so that object can't be created directly
Point(const float x, const float y, PointType t) : m_x{x}, m_y{y}, m_type{t} {}
public:
friend ostream &operator<<(ostream &os, const Point &obj) {
return os << "x: " << obj.m_x << " y: " << obj.m_y;
}
static Point NewCartesian(float x, float y) {
return {x, y, PointType::cartesian};
}
static Point NewPolar(float a, float b) {
return {a * cos(b), a * sin(b), PointType::polar};
}
};
int main() {
// Point p{ 1,2 }; // will not work
auto p = Point::NewPolar(5, M_PI_4);
cout << p << endl; // x: 3.53553 y: 3.53553
return EXIT_SUCCESS;
}
class Point {
// ... as it is from above
friend class PointFactory;
};
class PointFactory {
public:
static Point NewCartesian(float x, float y) {
return { x, y };
}
static Point NewPolar(float r, float theta) {
return { r*cos(theta), r*sin(theta) };
}
};
class Point {
float m_x;
float m_y;
Point(float x, float y) : m_x(x), m_y(y) {}
public:
struct Factory {
static Point NewCartesian(float x, float y) { return { x,y }; }
static Point NewPolar(float r, float theta) { return{ r*cos(theta), r*sin(theta) }; }
};
};
int main() {
auto p = Point::Factory::NewCartesian(2, 3);
return EXIT_SUCCESS;
}
struct Point {
virtual ~Point(){ cout<<"~Point\n"; }
};
struct Point2D : Point {
~Point2D(){ cout<<"~Point2D\n"; }
};
struct Point3D : Point {
~Point3D(){ cout<<"~Point3D\n"; }
};
void who_am_i(Point *who) { // Not sure whether Point2D would be passed here or Point3D
// How to `create` the object of same type i.e. pointed by who ?
// How to `copy` object of same type i.e. pointed by who ?
delete who; // you can delete object pointed by who, thanks to virtual destructor
}
struct Point {
virtual ~Point() = default;
virtual unique_ptr<Point> create() = 0;
virtual unique_ptr<Point> clone() = 0;
};
struct Point2D : Point {
unique_ptr<Point> create() { return make_unique<Point2D>(); }
unique_ptr<Point> clone() { return make_unique<Point2D>(*this); }
};
struct Point3D : Point {
unique_ptr<Point> create() { return make_unique<Point3D>(); }
unique_ptr<Point> clone() { return make_unique<Point3D>(*this); }
};
void who_am_i(Point *who) {
auto new_who = who->create(); // `create` the object of same type i.e. pointed by who ?
auto duplicate_who = who->clone(); // `copy` the object of same type i.e. pointed by who ?
delete who;
}
struct Point { /* . . . */ };
struct Point2D : Point {/* . . . */};
struct Point3D : Point {/* . . . */};
class PointFunctionalFactory {
map<PointType, function<unique_ptr<Point>() >> m_factories;
public:
PointFunctionalFactory() {
m_factories[PointType::Point2D] = [] { return make_unique<Point2D>(); };
m_factories[PointType::Point3D] = [] { return make_unique<Point3D>(); };
}
unique_ptr<Point> create(PointType type) { return m_factories[type](); }
};
int main() {
PointFunctionalFactory pf;
auto p2D = pf.create(PointType::Point2D);
return EXIT_SUCCESS;
}
#cpp #cplusplus #programming #coding #design-patterns #design-thinking #codingbootcamp #factory-design-pattern
1602896160
In software engineering, Structural Design Patterns deal with the relationship between objects i.e. how objects/classes interact or build a relationship in a manner suitable to the situation. The Structural Design Patterns simplify the structure by identifying relationships. In this article of the Structural Design Patterns, we’re going to take a look at Proxy Design Pattern in C++ which dictates the way you access the object.
/!: This article has been originally published on my blog. If you are interested in receiving my latest articles, please sign up to my newsletter.
If you haven’t check out other Structural Design Patterns, then here is the list:
The code snippets you see throughout this series of articles are simplified not sophisticated. 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:
#design-patterns #c-programming #coding #programming #cpp #c++