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Modern C++ Design: Generic Programming and Design Patterns Applied
- By Andrei Alexandrescu
- Published Feb 13, 2001 by Addison-Wesley Professional. Part of the C++ In-Depth Series series.
- Copyright 2001
- Dimensions: 7-3/8x9-1/4
- Pages: 352
- Edition: 1st
- Book
- ISBN-10: 0-201-70431-5
- ISBN-13: 978-0-201-70431-0
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PTR Bullets
Achieve more with C++ than you ever imagined possible!
- Introduces generic components, which offer breakthrough power for maximizing expressiveness, flexibility, and reuse of code.
- Readers will learn exciting, powerful new C++ idioms that will help them master the most modern library writing techniques.
- Forewords by Scott Meyers (Effective C++), one of the world's leading C++ experts, and by John Vlissides, of the IBM T.J. Watson Research center, one of the world's leading patterns experts.
Annotation
This text presents exciting, powerful new C++ idioms, brilliantly bringing together Standard C++, design patterns, and generic programming, to achieve expressive, flexible, and highly reusable code. Source Code available at: www.aw.com/cseng/titles/0-201-70353-X
PTR Overview
In Modern C++ Design, Andrei Alexandrescu opens new vistas for C++ programmers. Displaying extraordinary creativity and virtuosity, Alexandrescu offers a cutting-edge approach to software design that unites design patterns, generic programming, and C++, enabling programmers to achieve expressive, flexible, and highly reusable code.KEY TOPICS:The book introduces the concept of generic components, reusable design templates that enable an easier and more seamless transition from design to application code, generate code that better expresses the original design intention, and support the reuse of design structures with minimal recoding. The author then shows how to apply this approach to recurring, real-world issues that C++ programmers face in their day-to-day activity. All code is available on the Web, along with Alexandrescu's downloadable Loki C++ library, which provides powerful out-of-the-box functionality for virtually any C++ project.MARKET:For experienced C++ programmers who have at least some familiarity with the Standard Template Library (STL).
Product Author Bios
Andrei Alexandrescu is the author of the award-winning book Modern C++ Design (Addison-Wesley, 2001) and is a columnist for C/C++ Users Journal.
Modern C++ Designis an important book. Fundamentally, it demonstrates generic patterns or pattern templates as a powerful new way of creating extensible designs in C++a new way to combine templates and patterns that you may never have dreamt was possible, but is. If your work involves C++ design and coding, you should read this book. Highly recommended.
Herb Sutter
Whats left to say about C++ that hasnt already been said? Plenty, it turns out.
From the Foreword by John Vlissides
In Modern C++ Design, Andrei Alexandrescu opens new vistas for C++ programmers. Displaying extraordinary creativity and programming virtuosity, Alexandrescu offers a cutting-edge approach to design that unites design patterns, generic programming, and C++, enabling programmers to achieve expressive, flexible, and highly reusable code.
This book introduces the concept of generic componentsreusable design templates that produce boilerplate code for compiler consumptionall within C++. Generic components enable an easier and more seamless transition from design to application code, generate code that better expresses the original design intention, and support the reuse of design structures with minimal recoding.
The author describes the specific C++ techniques and features that are used in building generic components and goes on to implement industrial strength generic components for real-world applications. Recurring issues that C++ developers face in their day-to-day activity are discussed in depth and implemented in a generic way. These include:
- Policy-based design for flexibility
- Partial template specialization
- Typelistspowerful type manipulation structures
- Patterns such as Visitor, Singleton, Command, and Factories
- Multi-method engines
For each generic component, the book presents the fundamental problems and design options, and finally implements a generic solution.
In addition, an accompanying Web site, http://www.awl.com/cseng/titles/0-201-70431-5, makes the code implementations available for the generic components in the book and provides a free, downloadable C++ library, called Loki, created by the author. Loki provides out-of-the-box functionality for virtually any C++ project.
Get a value-added service! Try out all the examples from this book at www.codesaw.com. CodeSaw is a free online learning tool that allows you to experiment with live code from your book right in your browser.
0201704315B11102003
Source Code
Click below for Source Code related to this title:
loki.zip
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106 of 113 people found the following review helpful
By A Customer
This review is from: Modern C++ Design: Generic Programming and Design Patterns Applied (Paperback)
Read this book and you may feel you've fallen down the hole into some sort of C++ Alice-in-Wonderland:"Isn't it nifty just how much you can do with functions... that not only don't do anything but don't even really exist at all?" p.36 The title is a bit presumptuous; a more accurate title would be "Template Metaprogramming Stunts", since this book is primarily about tricks you can play with C++'s template mechanism. The author does also make a go at proposing a new concept of "policy-based class design" -- by which he means using templates intead of multiple inheritance to create combinatorial mixtures of behavior. This is interesting, but seems hard to apply beyond the cliches he considers (ex: smart pointers), so his argument reads like a well-intended but parochial graduate thesis, with dutiful gestures of respect to his mentors (ex: Scot Myers) and limited range of real-world application. The real meat of the book is his template techniques, which are ingenious -- if... Read more
125 of 141 people found the following review helpful
By "microtherion" (Sim City, CA (Somewhere in the Bay Area)) - See all my reviews
This review is from: Modern C++ Design: Generic Programming and Design Patterns Applied (Paperback)
While this is an interesting book, I'm not as unconditionally enthusiastic about it as most of the reviewers here seem to be. I felt that, as opposed to Scott Meyers' books and the original _Design Patterns_ book, many of the techniques presented in this book are the result of research into "elegant" solutions rather than experience with what really works in practical applications.I really liked chapter 1 discussing policy-based class design, chapter 2 discussing various template techniques, chapter 6 discussing singleton implementation, anbd chapter 7 discussing smart pointers. Chapter 11 discussing multimethods, appears to be a good discussion of various alternatives but I'm not inclined to use multimethods anytime soon. Chapter 3 about typelists is interesting, but after all the dazzling manipulations, all that typelists seem to be good for is generating class hierarchies, which I didn't find very compelling - it looks as if the typelists help to manage complexity... Read more
45 of 48 people found the following review helpful
By Kevin Graham (San Francisco, CA USA) - See all my reviews
This review is from: Modern C++ Design: Generic Programming and Design Patterns Applied (Paperback)
I was longing for a good book on advanced C++. First, I bought "Multi-Paradigm C++". It does have some insights but author's style is baroque to the extreme. A good cure for insomnia. Then I bought "Generative Programming". I found it too much of a PhD thesis garnished with too much fluff for my taste.Not wanting to risk anymore, I borrowed this book from a friend... to lose sleep for two nights reading it! It is the book I was looking for: no-nonsense, eye-opening, inspirational. The author's mastery of C++ and the creativity with which he solves real-world problems are phenomenal. Alexandrescu discusses and implements the following design patterns: Command, Singleton, Proxy (in the form of smart pointers), Factory Method, Abstract Factory, and Visitor. In doing so, he creates highly configurable components that support most variations that accompany the patterns, and allow the component users to add their own variations. This is done through template... Read more |
› See all 75 customer reviews...
Praise For Modern C++ Design: Generic Programming and Design Patterns Applied
"As an advanced C++ programmer, if you have the time, energy, or inclination to read only one C++ book this year, my recommendation is pick up Alexandrescu’s ModernC++ Design." - www.wdj.com
"In that sense Modern C++Design: Generic Programming and Design Patterns Applied is definitely worth reading. If you want to learn more about templates and C++ and if you want to expand your horizon, go for it. This book will most likely change the way you use and understand C++ templates." -Devx.com, May 2001
Online Sample Chapters
Index
A
- Abstract Factory design pattern, 69, 40-51
-
architectural role of, 219-222
- basic description of, 219-234
- implementing, 226-233
- interface, generic, 223-226
- quick facts, 233-234
- basic description of, 219-234
-
AbstractEnemyFactory, 221-222, 224-227
- AbstractFactory, 219-234
- AbstractProduct, 209-214, 216-217
- abstract products, 209-214, 216-217, 222, 231
- Accept, 240-251, 254
- AcceptImpl, 252, 256, 259
- ACE, 309
- Acquire, 161-162, 305, 306
- Action, 100
- Adapter, 284
- Add, 278-282, 284, 300
- address-of, 170-171
- after, 16
- AbstactFactoryUnit, 223-226
- Alexandrescu, Andrei, 29
- algorithms
- AbstractFactory, 219-234
-
copy, 40
- compile-time, 76
- linear search, 56
- operating on typelists, 76
- compile-time, 76
-
Allocate, 83, 85
- Allocated, 82
- allocation, small-object. See also allocators
- Allocated, 82
-
basic description of, 77-96
- default free store allocators and, 78
- fixed-size allocators and, 84-87
- hat trick and, 89-91
- memory chunks and, 81-84
- quick facts, 94-95
- default free store allocators and, 78
- allocators. See also allocation, small-object
-
default free store, 78
- fixed-size, 84-87
- memory chunks and, 81-84
- workings of, 78-79
- fixed-size, 84-87
-
allocChunk_, 85, 87
- AllowConversion, 192-193
- ALU (arithmetic logic unit), 303
- AnotherDerived, 197
- APIs (application program interfaces), 161, 306
- Append, 57-58, 76
- Application, 100
- arguments, 114-115, 285-290
- Array policy, 19-20
- arrays, 19-20, 183-184
- ArrayStorage, 189-190
- assert, 193
- AssertCheck, 193
- AssertCheckStrict, 193
- assertions, compile-time, 23-26
- associative collections, 203
- AssocVector, 210, 277-278
- asynchronous execution, 302
- atexit, 134-139, 142-143, 149
- ATEXIT_FIXED, 139
- AtExitFn, 144-145
- AtomicAdd, 305
- AtomicAssign, 305
- AtomicDecrement, 186
- AtomicIncrement, 186
- auto_ptr, 108, 159, 170
- available_, 79
- AllowConversion, 192-193
B
-
backEnd_, 281, 294
- BackendType, 294
- BadMonster, 219-222
- BadSoldier, 219-222, 230
- BadSuperMonster, 219-221
- BankAccount, 306
- Bar, 139
- Base, 63, 90, 91, 176
- BASE_IF, 37
- BaseLhs, 272, 299
- BaseProductList, 227
- BaseRhs, 272, 284, 299
- BaseSmartPtr, 46
- BaseVisitable, 249, 251, 254
- BaseVisitor, 245, 249-250, 252, 254, 256, 261
- BaseVisitorImpl, 260, 262
- BasicDispatcher, 277-284, 292-294, 297-299
- BasicFastDispatcher, 291-294, 297, 298-299
- before, 16
- BinderFirst, 121
- BindFirst, 121, 127-128
- binding, 119-121, 127-128
- BitBlast, 40-41, 44-46
- blocksAvailable_, 81-83
- blockSize_, 82
- bookkeeping data level, 185-187
- bool, 105, 174-175, 177, 191
- _buffer, 135
- bulk allocation, 86
- butterfly allocation, 86
- Button, 50, 61-62, 219-221
- BackendType, 294
C
-
callable entities, 103-104
- callbackMap_, 280
- callbacks, 103-104, 205, 280-281
- callbacks_, 205, 281
- CallbackType, 277, 280, 299
- CastingPolicy policy, 288, 299
- CatchAll policy, 260, 262
- Chain, 122, 128
- chaining requests, 122
- char, 35, 38, 114-115
- checking issues, 181-182
- checkingImpl, 193
- Checking policy, 15-16, 188, 193-194
- chunks, of memory, 81-87
- chunkSize, 88
- Circle, 203
- class(es). See also inheritance; policy classes
- callbackMap_, 280
-
base, 228
- client, 153-154
- decomposing, 19-20
- derived, 228
- final, 29
- generating, with typelists, 64-75
- -level locking operations, 187
- local, 28-29
- object factories and, 200-201
- visitable, 248-255
- visitor, 248-255
- client, 153-154
-
Class, 200
- ClassLevelLockable, 153, 307-309
- Clone, 30, 107, 123, 164, 211-213, 230, 232, 234, 284
- CloneFactory, 214-218
- clone object factories, 211-215
- CLOS, 263
- columns_, 292
- COM (Component Object Model), 133, 192
- command(s). See also Command design pattern
- ClassLevelLockable, 153, 307-309
-
active, 102
- forwarding, 102
-
Command, 100
- Command design pattern, 99-104
-
basic description of, 100-102
- in the real world, 102-103
-
comparison operators, 178-181
- compile-time
-
assertions, 23-26
- detecting convertibility and inheritance at, 34-37
-
CompileTimeChecker, 25-26
- CompileTimeError, 25
- COMRefCounted, 192
- ConcreteCommand, 100, 102
- ConcreteFact, 232, 234
- ConcreteFactory, 226-228, 230-231, 233-234
- ConcreteLifetimeTracker, 144-145
- concrete products, 222, 227
- const, 44, 114-115, 182-183
- constant(s)
- CompileTimeError, 25
-
mapping integral, to types, 29-31
- -time multimethods, 290-293
-
ConventionalDialog, 219-221
- conversion
-
argument, 114-115, 285-290
- binding as, 119-121
- implicit, to raw pointer types, 171-173
- return type, 114-114
- user-defined, 172
- binding as, 119-121
-
Conversion policy, 36-37, 188, 192-193
- convertibility, detecting, at compile time, 35-37
- copy
- convertibility, detecting, at compile time, 35-37
-
construction, eliding of, 123
- deep, 123, 162-164, 192
- destructive, 168-170
- on write (COW), 165
- deep, 123, 162-164, 192
-
Copy, 40, 45
- copy_backward, 144
- copyAlgo, 45
- CORBA (Common Object Request Broker Architecture), 115, 133
- counting, reference, 165-167
- covariant return types, 212-213
- Create, 9, 11-12, 14, 31-32, 198, 224, 234
- CreateButton, 50
- CreateDocument, 199
- CreateObject, 208-209
- CreateScrollBar, 50
- CreateShape, 205-206
- CreateShapeCallback, 205
- CreateStatic, 153
- CreateT, 223
- CreateUsingMalloc, 153
- CreateUsingNew, 153
- CreateWindow, 50
- Creation policy, 151, 153
- Creator policy, 7-9, 11-14, 149, 154, 156
- cyclic
- copy_backward, 144
-
dependencies, 243-248
- references, 168
-
CyclicVisitor, 255-257, 261
- Czarnecki, Krzysztof, 54
D
-
dead reference problem, 135-142
- Deallocate, 82-87
- deallocChunk_, 86-87
- deep copy, 123, 163-164, 192
- DeepCopy, 192
- DEFAULT_CHUNK_SIZE, 93-94, 95
- default free store allocator, 78
- DefaultLifetime, 153
- DEFAULT_THREADING, 94
- #define preprocessor directive, 93, 139
- DEFINE_CYCLIC_VISITABLE, 257
- DEFINE_VISITABLE, 252, 254, 256
- delete, 12, 89-91, 94, 108, 132, 143, 159, 172-178
- delete[], 184, 189-190
- DeleteChar, 125
- dependency, circular, 141
- DependencyManager, 141
- Deposit, 306
- dereference, checking before, 182
- Derived, 90, 197-198
- DerivedToFront algorithm, 63-65, 76, 272
- design patterns
- Deallocate, 82-87
-
Abstract Factory pattern, 69, 49-51, 219-234
- Command pattern, 99-104
- Double-Checked Locking pattern, 146-147, 149
- Prototype design pattern, 228-233
- Strategy design pattern, 8
- Command pattern, 99-104
-
Destroy policy, 20
- destroyed_, 136, 138
- _DestroySingleton, 135
- DestructiveCopy, 192
- destructors, 12-13
- detection, dead-reference, 135-137
- Dialog, 219-221
- Dijkstra, Edgar, 305-306
- DisallowConversion, 192-193
- DispatcherBackend policy, 294
- DispatchRhs, 269-270
- Display, 135-142, 169
- DisplayStatistics, 230
- do-it-all interface, failure of, 4-5
- DocElement, 236-248, 249, 251, 256, 259
- DocElementVisitor, 239-248
- DocElementVisitor.h, 243-244
- DoClone, 213
- DoCreate, 223-224, 227, 232
- DocStats, 236-237, 240-242, 246-247, 248
- Document, 198
- DocumentManager, 198-199
- DottedLine, 212
- double, 306
- Double-Checked Locking pattern, 146-147, 149
- DoubleDispatch, 267, 268
- double dispatcher, logarithmic, 263, 276-285, 297-300
- double switch-on-type, 264-268
- Dr. Dobb's Journal, 125
- Drawing, 201-203
- DrawingDevices, 290
- DrawingType, 203
- Dylan, 263
- dynamic_cast, 238, 243, 246, 251, 255, 267, 285-290, 299
- destroyed_, 136, 138
- cost of, 255-256
- DynamicCaster, 288, 289
E
-
EasyLevelEnemyFactory, 227, 229, 231
- Effective C++ (Meyers), 132
- efficient resource use, 302
- Eisenecker, Ulrich, 54
- ElementAt, 20
- Ellipse, 203, 271, 273
- else, 238
- EmptyType, 39-40, 48, 110
- encapsulation, 99
- EnforceNotNull, 15, 18
- enum, 45
- equality, 173-178
- erase, 278
- Erase, 58-59, 76
- EraseAll, 76, 59
- error(s)
- Effective C++ (Meyers), 132
-
messages, compile-time assertions and, 24
- reporting, 181-182
-
EventHandler, 71
- events, 71, 309
- exceptions, 209
- Execute, 100, 102
- Executor, 269-272
- exists2Way, 36
- ExtendedWidget, 18, 164
- events, 71, 309
F
- factor(ies)
-
basic description of, 197-218
- classes and, 200-201
- generalization and, 207-210
- implementing, 201-206
- need for, 198-200
- quick facts, 216-217
- templates, 216-218
- type identifiers and, 206-207
- using, with generic components, 215
- classes and, 200-201
-
Factory, 207-208, 215-217
- FactoryErrorImpl, 209
- FactoryError policy, 208-209, 217-218, 234
- FactoryErrorPolicy, 217-218, 234
- FastWidgetPtr, 17
- Field, 67-70, 74-75
- Fire, 275, 270, 271
- firstAvailableBlock_, 81-83
- FixedAllocator, 80-81, 84-95
- FnDispatcher, 280-282, 285, 288, 293-294, 299-300
- FnDoubleDispatcher, 280
- Foo, 103, 139
- forwarding functions, cost of, 122-124
- free, 143, 189-190
- fun_, 113, 115
- functionality, optional, through incomplete instantiation, 13-14
- functions
- FactoryErrorImpl, 209
-
forwarding, cost of, 122-124
- static, singletons and, 130
- functor(s)
-
argument type conversions and, 114-115
- basic description of, 99-128
- binding and, 119-121
- chaining requests and, 122
- command design pattern and, 100-102
- double dispatch to, 282-285
- generalized, 99-128
- handling, 110-112
- heap allocation and, 124-125
- implementing Undo and Redo with, 125-126
- multimethods and, 282-285
- quick facts, 126-128
- real-world issues and, 122-125
- return type conversions and, 114-115
- basic description of, 99-128
-
Functor1, 106
- Functor2, 106
- FunctorDispatcher, 283-285, 288, 293, 299-300
- FunctorHandler, 110-112, 117-119, 126
- Functor template, 99-108, 114, 117, 120, 125-126, 215
- FunctorImpl, 107-112, 123-124, 128, 283, 284
- FunctorType, 284
- FunkyDialog, 219-221
- Functor2, 106
G
-
GameApp, 230
- Gamma, Ralph, 248
- generalization, 207-210. See also generalized functors
- generalized functors. See also functors
- Gamma, Ralph, 248
-
argument type conversions and, 114-115
- basic description of, 99-128
- binding and, 119-121
- chaining requests and, 122
- Command design pattern and, 100-102
- handling, 110-112
- heap allocation and, 124-125
- implementing Undo and Redo with, 125-126
- quick facts, 126-128
- real-world issues and, 122-125
- return type conversions and, 114-115
- basic description of, 99-128
-
GenLinearHierarchy, 71-75, 227, 230, 231
- GenScatterHierarchy, 64-75, 223-226, 227-228
- geronimosWork, 117
- GetClassIndex, 292-293
- GetClassIndexStatic, 292
- GetImpl, 162, 173, 183, 190
- GetImplRef, 162, 190
- GetLongevity, 154
- GetPrototype, 12, 14
- Go, 269, 270, 272, 279
- GoF (Gang of Four) book, 100, 122, 125, 199, 235, 248-249, 255-262
- granular interfaces, 224
- GraphicButton, 61-62
- GUI (graphical user interface), 102
- GenScatterHierarchy, 64-75, 223-226, 227-228
H
-
handles, 161
- Harrison, Tim, 146
- Haskell, 263
- hat trick, 89-91
- HatchingDispatcher, 272
- HatchingExecutor, 271
- HatchRectanglePoly, 279
- header files
- Harrison, Tim, 146
-
DocElementVisitor.h, 243-244
- Multimethods.h, 294
- Typelist.h, 51, 55, 75
- SmallAlloc.h, 93-95
- Multimethods.h, 294
-
heaps, 124-125, 189-190
- HeapStorage, 189-190
- hierarchies
- HeapStorage, 189-190
-
linear, 70-74
- scattered, 64-70
- HTMLDocument, 198
I
-
IdentifierType, 209, 213, 215
- IdToProductMap, 214
- #ifdef preprocessor directive, 138-139
- if-else statements, 29, 267, 268, 270
- if statements, 238, 267, 305
- IMPLEMENT_INDEXABLE_CLASS, 293
- implicit conversion, to raw pointer types, 171-173
- IncrementFontSize, 240, 241
- indexed access, 55
- IndexOf, 56, 76, 275
- inequality, 173-178
- inheritance
- IdToProductMap, 214
-
detecting, at compile time, 34-37
- logarithmic dispatcher and, 279
- multiple, 5-6
- logarithmic dispatcher and, 279
-
INHERITS, 37
- InIt, 40, 82
- initialization
- InIt, 40, 82
-
checking, 181-182
- dynamic, 132
- lazy, 182
- object factories and, 197
- static, 132
- dynamic, 132
-
insert, 205
- InsertChar, 120, 122, 125-126
- Instance, 131-132, 135-137, 146, 151
- instantiation, 13-14, 120, 272, 274
- int, 159
- Int2Type, 29-31, 68-69
- interface(s)
- InsertChar, 120, 122, 125-126
-
Abstract Factory design pattern, 223-226
- application program (APIs), 161, 306
- do-it-all, failure of, 4-5
- granular, 224
- graphical user (GUI), 102
- separation, 101
- application program (APIs), 161, 306
-
intrusive reference counting, 167. See also reference counting
- IntType, 186, 304
- InvocationTraits, 275
- isConst, 47
- isPointer, 47
- isReference, 41, 47
- isStdArith, 47
- isStdFloat, 47
- isStdFundamental, 42-43, 47
- isStdIntegral, 47
- isStdSignedInt, 47
- isStdUnsignedInt, 47
- isVolatile, 47
- IntType, 186, 304
K
-
KDL problem, 135-142, 155
- Keyboard, 135-142, 155
- KillPhoenixSingleton, 138
- Knuth, Donald E., 77, 78
- Keyboard, 135-142, 155
L
-
Lattanzi, Len, 77
- Length, 76
- less, 180-181
- LhsTypes, 272
- Lifetime policy, 149-153
- LifetimeTracker, 142-143
- LIFO (last in, first out), 134
- Line, 203, 204, 212-213
- linking, reference, 167-168
- LISP, 52
- ListOfTypes, 295
- Lock, 146, 184, 306
- LockedStorage, 189-190
- locking
- Length, 76
-
class-level, 307
- object-level, 306-308
- pattern, double-checked, 146-147, 149
- semantics, 306-308
- object-level, 306-308
-
LockingProxy, 184-185
- Log, 135-142
- logarithmic double dispatcher, 263, 276-285, 297-300
- logic_error, 152
- Loki, 70, 77, 91-92, 210, 303, 309
- Log, 135-142
-
multimethods and, 263, 268, 277-278, 288, 295-300
- mutexes and, 306
- smart pointers and, 163
- mutexes and, 306
-
long double data type, 35
- longevity, 139-145, 149, 151
- lower_bound, 277
- longevity, 139-145, 149, 151
M
-
MacroCommand, 122
- macros, 122, 251-252, 254, 256-257, 261
- "maelstrom effect," 170
- MAKE_VISITABLE, 261
- MakeAdapter, 28-29
- MakeCopy, 164
- MakeT, 223
- malloc, 143
- map, 204-205, 210, 277, 278
- mapping
- macros, 122, 251-252, 254, 256-257, 261
-
integral constants to types, 31-32
- type-to-type, 31-33
-
Martin, Robert, 245
- maxObjectSize, 88
- MAX_SMALL_OBJECT_SIZE, 93-94, 95
- MemControlBlock, 78-79
- MemFunHandler, 117-119, 126
- memory
- maxObjectSize, 88
-
allocators, workings of, 78-80
- chunks of, 81-87
- heaps, 124-125, 189-190
- RMW (read-modify-write) operation, 303-304
- chunks of, 81-87
-
Meyers, Scott, 77, 133-134, 276, 280
- Meyers singleton, 133-134
- ML, 263
- ModalDialog, 27
- Monster, 219-222, 224, 229
- More Effective C++ (Meyers), 276, 280
- MostDerived, 63, 76
- multimethods
- Meyers singleton, 133-134
-
arguments and, 285-290
- basic description of, 263-300
- constant-time, 290-293
- double switch-on-type and, 265-268
- logarithmic double dispatcher and, 276-285
- need for, 264-265
- quick facts, 297-300
- symmetry and, 273-74
- basic description of, 263-300
-
Multimethods.h, 294
- MultiThreaded, 6
- MultiThreadedRefCounting, 186-187
- multithreading, 145-148, 302-306
- MultiThreaded, 6
-
at the bookkeeping data level, 185-187
- critique of, 302-303
- library, 301-309
- mutexes and, 305-306
- at the pointee object level, 184-185
- reference counting and, 186
- reference tracking and, 186-187
- smart pointers and, 184-187
- critique of, 302-303
-
mutex_, 146
- mutexes, 146-147, 305-306
- MyController, 27
- MyOnlyPrinter, 130
- MyVisitor, 257
- mutexes, 146-147, 305-306
N
-
name, 206
- name cyclic dependency, 243
- new[], 183
- next_, 187
- NiftyContainer, 28-30, 33-34
- NoChecking, 15, 18-19
- NoCopy, 192
- NoDestroy, 153
- NoDuplicates, 60-61, 76
- NonConstType, 47
- nontemplated operators, 176-177
- NonVolatileType, 47
- NoQualifiedType, 47
- NullType, 39-41, 48, 52, 54-56, 62-63, 270
- name cyclic dependency, 243
O
- object factor(ies)
-
basic description of, 197-218
- classes and, 200-201
- generalization and, 207-210
- implementing, 201-206
- need for, 198-200
- quick facts, 216-217
- templates, 216-218
- type identifiers and, 206-207
- using, with generic components, 215
- classes and, 200-201
-
ObjectLevelLockable, 307-309
- OnDeadReference, 136-139, 150
- OnError, 272
- OnEvent, 70-71
- OnUnknownVisitor, 260, 262
- operators
- OnDeadReference, 136-139, 150
-
operator.*, 104, 116-117
- operator!=, 174, 176, 178
- operator(), 103-113, 116, 122-127, 283, 285
- operator2>, 157, 160-162, 165, 182-185
- operator2>*, 104, 116-117
- operator*, 157, 161-162, 178-179, 182
- operator<, 144
- operator<=, 178-179
- operator=, 162
- operator==, 176-177, 178
- operator>, 178-179
- operator>=, 178-179
- operator[], 55, 183, 278
- operator T*, 172
- operator!=, 174, 176, 178
-
OpNewCreator, 10
- OpNewFactoryUnit, 226, 227, 231, 234
- OrderedTypeInfo, 217, 276-277
- orthogonal policies, 20
- OutIt, 40
- ownership-handling strategies, 163-170
- Ownership policy, 183-184, 186, 188, 190-192
- OpNewFactoryUnit, 226, 227, 231, 234
P
-
Paragraph, 237, 241, 247, 249, 254, 256
- ParagraphVisitor, 246, 247, 248, 251
- parameter(s)
- ParagraphVisitor, 246, 247, 248, 251
-
template, 10-11, 64, 105
- types, optimized, 43-44
-
ParameterType, 43-44, 47, 123
- ParentFunctor, 111, 120-121
- Parm1, 111
- Parm2, 111
- ParmN, 109
- Parrot, 117-119
- pattern(s)
- ParentFunctor, 111, 120-121
-
Abstract Factory pattern, 69, 49-51, 219-234
- Command pattern, 99-104
- Double-Checked Locking pattern, 146-147, 149
- Prototype design pattern, 228-233
- Strategy design pattern, 8
- Command pattern, 99-104
-
Pattern Hatching (Vlissides), 133
- pData_, 86
- pDocElem, 246
- pDuplicateShape, 212
- pDynObject, 140
- pFactory_, 222
- Phoenix Singleton, 137-142, 149, 153
- pimpl idiom, 78
- pInstance_, 131-132, 136, 138, 146-148, 151
- placement new, 138
- pLastAlloc_, 89
- POD (plain old data) structure, 45-46
- Point3D, 70
- pointee_, 160, 161, 178, 183
- PointeeType, 41-42, 47, 160-161
- pointee object level, 184-185
- pointer(s)
- pData_, 86
-
address-of operator and, 170-171
- arrays and, 183-184
- basic description of, 157-195
- checking issues and, 181-182
- copy on write (COW) and, 165
- deep copy and, 163-164
- destructive copy and, 168-170
- equality and, 173-178
- error reporting and, 181-182
- failure of the do-it-all interface and, 5
- handling, to member functions, 115-119
- implicit conversion and, 171-173
- inequality and, 173-178
- multithreading and, 184-187
- ordering comparison operators and, 178-181
- ownership-handling strategies, 163-170
- quick facts, 194-195
- raw, 171-173
- reference counting and, 165-167, 186
- reference linking and, 166-168
- reference tracking and, 186-187
- traits of, implementing, 41-42
- types, implicit conversion, 171-173
- arrays and, 183-184
-
PointerToObj, 118
- PointerTraits, 41-42
- PointerType, 160, 190-191
- policies. See also policy classes
- PointerTraits, 41-42
-
basic description of, 3, 7-11
- BasicDispatcher and, 293-294
- BasicFastDispatcher and, 293-294
- compatible, 17-18
- decomposing classes in, 19-20
- enriched, 12
- multimethods and, 293-294
- noncompatible, 17-18
- orthogonal, 20
- singletons and, 149-150, 152-153
- stock, 152-153
- BasicDispatcher and, 293-294
- policies (listed by name). See also policies
-
Array policy, 19-20
- CastingPolicy policy, 288, 299
- CatchAll Policy, 260, 262
- Checking policy, 15-16, 188, 193-194
- Conversion policy, 36-37, 188, 192-193
- Creation policy, 151, 153
- Creator policy, 8-9, 11-14, 149, 155, 156
- Destroy policy, 20
- DispatcherBackend policy, 294
- FactoryError policy, 208-209, 217-218, 234
- Lifetime policy, 149-153
- Ownership policy, 183-184, 186, 188, 190-192
- Storage policy, 17, 185, 188, 189-190
- Structure policy, 16-17
- ThreadingModel policy, 16, 149, 151-153, 186, 303-309
- CastingPolicy policy, 288, 299
- policy classes. See also classes
-
basic description of, 3-22
- combining, 14-16
- customizing structure with, 16-17
- destructors of, 12-13
- implementing, 10-11
- combining, 14-16
-
Poly, 271, 279
- Polygon, 203, 212
- polymorphism, 78, 163-164
- Polygon, 203, 212
-
Abstract Factory implementation and, 228-229
- multimethods and, 264
- object factories and, 197-200, 211-212
- multimethods and, 264
-
prev_, 187
- Printer, 161-162
- printf, 105
- printingPort_, 130
- priority_queue, 142-145
- ProductCreator, 210-211, 216-217
- Prototype design pattern, 228-233
- PrototypeFactoryUnit, 231-232, 234
- prototypes, 228-233
- pTrackerArray, 143
- Printer, 161-162
Q
- qualifiers, stripping, 44
R
-
RasterBitmap, 237, 241, 247, 249, 256
- RasterBitmapVisitor, 247, 251
- realloc, 143
- Receiver, 100
- Rectangle, 267, 279, 289
- RectanglePoly, 279
- Redo, 125-126
- RefCounted, 6, 192
- RefCountedMT, 192
- reference(s)
- RasterBitmapVisitor, 247, 251
-
counting, 165-167, 186
- linking, 167-168, 186-187
-
ReferencedType, 41-42, 47
- RefLinked, 192
- RegisterShape, 206
- RejectNull, 194
- RejectNullStatic, 193-194
- RejectNullStrict, 194
- Release, 161-162, 192, 305, 306
- Replace, 76
- ReplaceAll, 61, 76
- Reset, 162
- resource leaks, 133
- Result, 55
- ResultType, 111, 269, 284
- return type(s)
- RefLinked, 192
-
conversion, 114-115
- covariant, 228
- generalized functors and, 114-115
- covariant, 228
-
RISC processors, 148
- RMW (read-modify-write) operation, 303-304
- RoundedRectangle, 272, 286-287, 289
- RoundedShape, 286-287, 289
- runtime_error, 137, 209-210, 300
- runtime type information (RTTI), 215, 245, 255, 276
- RMW (read-modify-write) operation, 303-304
S
-
safe_reinterpret_cast, 26
- SafeWidgetPtr, 17
- sameType, 36
- Save, 201-203
- scanf, 105
- ScheduleDestruction, 149-150
- Schmidt, Douglas, 146-147
- Scroll, 122
- ScrollBar, 50, 61-62
- Secretary, 5
- Section, 254
- Select, 33-34, 62
- semantics
- SafeWidgetPtr, 17
-
failure of the do-it-all interface and, 4-5
- functors and, 99
- locking, 306-308
- functors and, 99
-
semaphores, 309
- SetLongevity, 140-145, 149
- SetPrototype, 12, 14, 232
- Shape, 201-202, 265, 268, 279, 286-289
- ShapeCast, 289
- ShapeFactory, 204-205, 215
- Shapes, 290
- SillyMonster, 219-222, 226
- SillySoldier, 219-222, 230
- SillySuperMonster, 219-222
- SingleThreaded, 153, 308
- singleton(s). See also SingletonHolder
- SetLongevity, 140-145, 149
-
basic C++ idioms supporting, 131-132
- dead reference problem and, 135-142
- destroying, 133-135
- Double-Checked Locking pattern and, 146-147
- failure of the do-it-all interface and, 4-5
- implementing, 129-154
- longevity and, 139-145
- Meyers singleton, 133-134
- multithreading and, 145-148
- Phoenix, 137-142, 149, 153
- static functions and, 130
- uniqueness of, enforcing, 132-133
- dead reference problem and, 135-142
- SingletonHolder, 3, 91, 129-130, 148-153, 215. See also singletons
-
assembling, 150-152
- decomposing, 149-150
- quick facts, 155-156
- working with, 153-156
- decomposing, 149-150
-
SingletonWithLongevity, 153, 154
- sizeof, 25, 34-35, 82, 90-91
- size_t, 36, 79
- skinnable programs, 103
- SmallAlloc.h, 93-95
- small-object allocation
- sizeof, 25, 34-35, 82, 90-91
-
basic description of, 77-96
- default free store allocators and, 78
- fixed-size allocators and, 84-87
- hat trick and, 89-91
- memory chunks and, 81-84
- quick facts, 94-95
- default free store allocators and, 78
-
SmallObjAllocator, 80-81, 87-89, 92-95
- SmallObject, 80-81, 89, 91-95, 123-124
- smart pointer(s)
- SmallObject, 80-81, 89, 91-95, 123-124
-
address-of operator and, 170-171
- arrays and, 183-184
- basic description of, 157-195
- checking issues and, 181-182
- copy on write (COW) and, 165
- deep copy and, 163-164
- destructive copy and, 168-170
- equality and, 173-178
- error reporting and, 181-182
- failure of the do-it-all interface and, 5
- implicit conversion and, 171-173
- inequality and, 173-178
- multithreading and, 184-187
- ordering comparison operators and, 178-181
- ownership-handling strategies, 163-170
- quick facts, 194-195
- raw, 171-173
- reference counting and, 165-167, 186
- reference linking and, 167-168
- reference tracking and, 186-187
- types, implicit conversion, 171-173
- arrays and, 183-184
-
SmartPtr, 3, 6-7, 14-19, 44, 87, 157-195
- Soldier, 219-222, 224, 229-230
- SomeLhs, 278, 284
- SomeRhs, 278, 284
- SomeThreadingModel, 309
- SomeVisitor, 250, 254
- spImpl_, 112
- statements
- Soldier, 219-222, 224, 229-230
-
if, 238, 267, 305
- if-else, 29, 267, 268, 270
-
static, 280
- static_cast, 114, 285-290, 299
- STATIC_CHECK, 25
- StaticDispatcher, 268-276, 297-298
- static manipulation, 6
- Statistics, 249
- stats, 246-247
- STL, 115, 171
- StorageImpl, 189, 190
- Storage policy, 17, 185, 188, 189-190
- Strategy design pattern, 8
- String, 302-303, 307
- Stroustrup, Bjarne, 202
- struct, 45
- structure(s)
- static_cast, 114, 285-290, 299
-
customizing, with policy classes, 16-17
- POD (plain old data), 45-46
- specialization of, 7
- POD (plain old data), 45-46
-
Structure policy, 16-17
- SuperMonster, 219-222, 229
- SUPERSUBCLASS, 37, 62
- Surprises.cpp, 224
- Sutter, Herb, 77
- switch, 203
- SwitchPrototype, 13-14
- symmetry, 273-74
- synchronization objects, 303
- SuperMonster, 219-222, 229
T
- template(s)
-
advantages of, 6-7
- implementing policy classes with, 11
- skeleton, Functor class, 104-108
- specialization, partial, 53-54
- template parameters, 10-11, 64, 105
- implementing policy classes with, 11
-
templated operators, 176-177
- TemporarySecretary, 5
- Tester, 178
- Tester*, 178
- TestFunction, 113-115
- TextDocument, 198
- ThreadingModel policy, 16, 149, 151-153, 186, 303-309
- time
- TemporarySecretary, 5
-
separation, 101
- slicing, 201
-
TList, 53-65, 75, 120, 127, 223, 231-234, 261
- Tools menu, 102
- trampoline functions (thunks), 280-283
- Trampoline, 281
- translation units, 132
- Triangle, 289
- tuples, generating, 70
- type(s)
- Tools menu, 102
-
atomic operations on, 303-304
- conversions, generalized functors and, 114-115
- detection of fundamental, 42-43
- identifiers, 201, 206-207
- integral, 303-305
- modifiers, 308-309
- multiple inheritance and, 6
- multithreading and, 303-305
- parameters, optimized, 43-44
- replacing an element in, 60-61
- safety, loss of static, 4
- selection, 33-34
- -to-type mapping, 31-33
- traits, 38-46
- conversions, generalized functors and, 114-115
-
Type2Type, 32-33, 223
- TypeAt, 55, 76
- TypeAtNonStrict, 55, 76, 109
- typedef, 14, 19, 51, 54, 215, 295
- typeid, 38, 267
- type_info, 37-39, 54, 206-207, 213-215, 276-277, 295
- TypeInfo, 38-39, 48
- TYPELIST, 295
- Typelist.h, 51, 55, 75
- typelists, 223, 268, 272
- TypeAt, 55, 76
-
appending to, 57-58
- basic description of, 49-76
- calculating length and, 53-54
- class generation with, 64-75
- compile-time algorithms operating on, 76
- creating, 52-53
- defining, 51-52
- detecting fundamental types and, 42-43
- need for, 49-41
- partially ordering, 61-64
- quick facts, 75
- searching, 56-57
- basic description of, 49-76
-
TypesLhs, 269-270, 274
- TypesRhs, 269, 270, 274
- TypeTraits, 41-48, 123, 183
- TypesRhs, 269, 270, 274
U
-
UCHAR_MAX, 83
- Undo, 125-126
- unique bouncing virtual functions, 238
- Unlock, 184
- UpdateStats, 237-238
- upper_bound, 144
- use_Size, 91
- Undo, 125-126
V
-
ValueType, 33
- vector, 183
- VectorGraphic, 244
- VectorizedDrawing, 259
- Veldhuizen, Todd, 54
- virtual
- vector, 183
-
constructor dilemma, 229
- functions, 238
-
Visit, 249-250, 254, 256
- Visitable, 249, 251, 252-254
- Visitor design pattern
- Visitable, 249, 251, 252-254
-
acyclic, 243-248
- basic description of, 235-262
- catch-all function and, 242-243, 258-259
- cyclic, 243-248, 254-257
- generic implementation of, 248-255
- hooking variations, 258-260
- nonstrict visitation and, 261
- quick facts, 261-262
- basic description of, 235-262
-
VisitParagraph, 240, 242
- VisitRasterBitmap, 242
- VisitVectorGraphic, 244
- Vlissides, John, 133
- void*, 172
- volatile, 151, 308-309, 308-309
- VolatileType, 151, 309
- VisitRasterBitmap, 242
W
-
Widget, 26-32, 38, 44, 61-62, 159, 164, 184, 309
- WidgetEventHandler, 71-74
- WidgetFactory, 49-51
- WidgetInfo, 65-67
- WidgetManager, 9-14, 19-20
- Window, 50
- Withdrawal, 306
- WidgetEventHandler, 71-74
X
- X Windows, 103
Preface
You might be holding this book in a bookstore, asking yourself whether you should buy it. Or maybe you are in your employers library, wondering whether you should invest time in reading it. I know you dont have time, so Ill cut to the chase. If you have ever asked yourself how to write higher-level programs in C++, how to cope with the avalanche of irrelevant details that plague even the cleanest design, or how to build reusable components that you dont have to hack into each time you take them to your next application, then this book is for you.
Imagine the following scenario. You come from a design meeting with a couple of printed diagrams, scribbled with your annotations. Okay, the event type passed between these objects is not char anymore; its int. You change one line of code. The smart pointers to Widget are too slow; they should go unchecked. You change one line of code. The object factory needs to support the new Gadget class just added by another department. You change one line of code.
You changed the design. Compile. Link. Done.
Well, there is something wrong with this scenario, isnt there? A much more likely scenario is this: You come from the meeting in a hurry because you have a pile of work to do. You fire a global search. You perform surgery on code. You add code. You introduce bugs. You remove the bugs . . . thats the way a programmers job is, right? Although this book cannot possibly promise you the first scenario, it is nonetheless a resolute step in that direction. It tries to present C++ as a newly discovered language for software architects.
Traditionally, code is the most detailed and intricate aspect of a software system. Historically, in spite of various levels of language support for design methodologies (such as object orientation), a significant gap persisted between the blueprints of a program and its code because the code must take care of the ultimate details of the implementation and of many ancillary tasks. The intent of the design is, more often than not, dissolved in a sea of quirks.
This book presents a collection of reusable design artifacts, called generic components, together with the techniques that make them possible. These generic components bring their users the well-known benefits of libraries, but in the broader space of system architecture. The coding techniques and the implementations provided focus on tasks and issues that traditionally fall in the area of design, activities usually done before coding. Because of their high level, generic components make it possible to map intricate architectures to code in unusually expressive, terse, and easy-to-maintain ways.
Three elements are reunited here: design patterns, generic programming, and C++. These elements are combined to achieve a very high rate of reuse, both horizontally and vertically. On the horizontal dimension, a small amount of library code implements a combinatorialand essentially open-endednumber of structures and behaviors. On the vertical dimension, the generality of these components makes them applicable to a vast range of programs.
This book owes much to design patterns, powerful solutions to ever-recurring problems in object-oriented development. Design patterns are distilled pieces of good designrecipes for sound, reusable solutions to problems that can be encountered in manycontexts. Design patterns concentrate on providing a suggestive lexicon for designs to be conveyed. They describe the problem, a time-proven solution with its variants, and the consequences of choosing each variant of that solution. Design patterns go above and beyond anything a programming language, no matter how advanced, could possibly express. By following and combining certain design patterns, the components presented in this book tend to address a large category of concrete problems.
Generic programming is a paradigm that focuses on abstracting types to a narrow collection of functional requirements and on implementing algorithms in terms of these requirements. Because algorithms define a strict and narrow interface to the types they operate on, the same algorithm can be used against a wide collection of types. The implementations in this book use generic programming techniques to achieve a minimal commitment to specificity, extraordinary terseness, and efficiency that rivals carefully handcrafted code.
C++ is the only implementation tool used in this book. You will not find in this book code that implements nifty windowing systems, complex networking libraries, or clever logging mechanisms. Instead, you will find the fundamental components that make it easy to implement all of the above, and much more. C++ has the breadth necessary to make this possible. Its underlying C memory model ensures raw performance, its support for polymorphism enables object-oriented techniques, and its templates unleash an incredible code generation machine. Templates pervade all the code in the book because they allow close cooperation between the user and the library. The user of the library literally controls he way code is generated, in ways constrained by the library. The role of a generic component library is to allow user-specified types and behaviors to be combined with generic components in a sound design. Because of the static nature of the technique used, errors in mixing and matching the appropriate pieces are usually caught during compile time.
This books manifest intent is to create generic componentspreimplemented pieces of design whose main characteristics are flexibility, versatility, and ease of use. Generic components do not form a framework. In fact, their approach is complementarywhereas a framework defines interdependent classes to foster a specific object model, generic components are lightweight design artifacts that are independent of each other, yet can be mixed and matched freely. They can be of great help in implementing frameworks.
Audience
The intended audience of this book falls into two main categories. The first category is that of experienced C++ programmers who want to master the most modern library writing techniques. The book presents new, powerful C++ idioms that have surprising capabilities, some of which werent even thought possible. These idioms are of great help in writing high-level libraries. Intermediate C++ programmers who want to go a step further will certainly find the book useful, too, especially if they invest a bit of perseverance. Although pretty hard-core C++ code is sometimes presented, it is thoroughly explained.
The second category consists of busy programmers who need to get the job done without undergoing a steep learning investment. They can skim the most intricate details of implementation and concentrate on using the provided library. Each chapter has an introductory explanation and ends with a Quick Facts section. Programmers will find these features a useful reference in understanding and using the components. The components can be understood in isolation, are very powerful yet safe, and are a joy to use.
You need to have a solid working experience with C++ and, above all, the desire to learn more. A degree of familiarity with templates and the Standard Template Library (STL) is desirable.
Having an acquaintance with design patterns (Gamma et al. 1995) is recommended but not mandatory. The patterns and idioms applied in the book are described in detail. However, this book is not a pattern bookit does not attempt to treat patterns in full generality. Because patterns are presented from the pragmatic standpoint of a library writer, even readers interested mostly in patterns may find the perspective refreshing, if constrained.
Loki
The book describes an actual C++ library called Loki. Loki is the god of wit and mischief in Norse mythology, and the authors hope is that the librarys originality and flexibility will remind readers of the playful Norse god. All the elements of the library live in the namespace Loki. The namespace is not mentioned in the coding examples because it would have unnecessarily increased indentation and the size of the examples. Loki is freely available; you can download it from http://www.awl.com/cseng/titles/0-201-70431-5.
Except for its threading part, Loki is written exclusively in standard C++. This, alas, means that many current compilers cannot cope with parts of it. I implemented and tested Loki using Metrowerks CodeWarrior Pro 6.0 and Comeau C++ 4.2.38, both on Windows. It is likely that KAI C++ wouldnt have any problem with the code, either. As vendors release new, better compiler versions, you will be able to exploit everything Loki has to offer.
Lokis code and the code samples presented throughout the book use a popular coding standard originated by Herb Sutter. Im sure you will pick it up easily. In a nutshell,
Classes, functions, and enumerated types look LikeThis.
Variables and enumerated values look likeThis.
Member variables look likeThis_.
Template parameters are declared with class if they can be only a user-defined type, and with typename if they can also be a primitive type.
Organization
The book consists of two major parts: techniques and components. Part I (Chapters 1 to 4) describes the C++ techniques that are used in generic programming and in particular in building generic components. A host of C++-specific features and techniques are presented: policy-based design, partial template specialization, typelists, local classes, and more. You may want to read this part sequentially and return to specific sections for reference.
Part II builds on the foundation established in Part I by implementing a number of generic components. These are not toy examples; they are components of industrial strength used in real-world applications. Recurring issues that C++ developers face in their day-to-day activity, such as smart pointers, object factories, and functor objects, are discussed in depth and implemented in a generic way. The text presents implementations starting from the needs, the fundamental problems. Instead of explaining what a body of code does, the approach of the book is to discuss problems, take design decisions, and implement those decisions gradually.
Chapter 1 presents policiesa C++ idiom that helps in creating flexible designs.
Chapter 2 discusses general C++ techniques related to generic programming.
Chapter 3 implements typelists, which are powerful type manipulation structures.
Chapter 4 introduces an important ancillary tool: a small-object allocator.
Chapter 5 introduces the concept of generalized functors, useful in designs that use the Command design pattern.
Chapter 6 describes Singleton objects.
Chapter 7 discusses and implements smart pointers.
Chapter 8 describes generic object factories.
Chapter 9 treats the Abstract Factory design pattern and provides implementations of it.
Chapter 10 implements several variations of the Visitor design pattern in a generic manner.
Chapter 11 implements several multimethod engines, solutions that foster various trade-offs.
The design themes cover many important situations that C++ programmers have to cope with on a regular basis. I personally consider object factories (Chapter 8) a cornerstone of virtually any quality polymorphic design. Also, smart pointers (Chapter 7) are an important component of many C++ applications, small and large. Generalized functors (Chapter 5) have an incredibly broad range of applications. Once you have generalized functors, many complicated design problems become very simple. The other, more specialized, generic components, such as Visitor (Chapter 10) or multimethods (Chapter 11) have important niche applications and stretch the boundaries of language support.
0201704315P04062001
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Table of Contents
Foreword by Scott Meyers.
Foreword by John Vlissides.
Preface.
Acknowledgments.
I. TECHNIQUES.
II. COMPONENTS.
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