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What are the commonly used design patterns in C++ class design?

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Release: 2024-06-01 18:09:01
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Common design patterns in C++ class design include: Singleton pattern: Ensure that a class has only one instance. Factory Method Pattern: Creates objects without specifying a concrete class, allowing subclasses to change the instantiation process. Observer pattern: Define one-to-many dependencies between objects. When one object changes, other dependent objects will receive notifications and update.

What are the commonly used design patterns in C++ class design?

Commonly used design patterns in C++ class design

Design patterns are universal solutions to common problems in software design. They provide a structured and reusable approach to building software, improving code maintainability, scalability, and flexibility.

In C++, some commonly used design patterns include:

Singleton pattern

  • Intent: Ensure that a class has only one instance and provide a global access point.
  • Sample code:

    class Singleton {
    private:
      static Singleton* instance;
      Singleton();
    public:
      static Singleton* getInstance();
      void doSomething();
    };
    
    Singleton* Singleton::instance = nullptr;
    
    Singleton* Singleton::getInstance() {
      if (instance == nullptr) {
          instance = new Singleton();
      }
      return instance;
    }
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Factory Method Pattern

  • Intent: Create an object without specifying its concrete class, allowing subclasses Class changes instantiation process.
  • Sample code:

    class Product {
    public:
      virtual void operation() = 0;
    };
    
    class ConcreteProductA : public Product {
    public:
      void operation() override {
          // ...
      }
    };
    
    class ConcreteProductB : public Product {
    public:
      void operation() override {
          // ...
      }
    };
    
    class Factory {
    public:
      virtual Product* createProduct() = 0;
    };
    
    class ConcreteFactoryA : public Factory {
    public:
      Product* createProduct() override {
          return new ConcreteProductA();
      }
    };
    
    class ConcreteFactoryB : public Factory {
    public:
      Product* createProduct() override {
          return new ConcreteProductB();
      }
    };
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Observer pattern

  • Intent: Define a one-to-many dependency between objects such that When an object changes, all objects that depend on it are notified and automatically updated.
  • Sample code:

    class Observable {
    public:
      virtual void addObserver(Observer* observer) = 0;
      virtual void removeObserver(Observer* observer) = 0;
      virtual void notifyObservers() = 0;
    };
    
    class Observer {
    public:
      virtual void update(Observable* observable) = 0;
    };
    
    class ConcreteObservable : public Observable {
    private:
      std::vector<Observer*> observers;
    public:
      void addObserver(Observer* observer) override {
          observers.push_back(observer);
      }
      void removeObserver(Observer* observer) override {
          observers.erase(std::remove(observers.begin(), observers.end(), observer), observers.end());
      }
      void notifyObservers() override {
          for (auto observer : observers) {
              observer->update(this);
          }
      }
      void doSomething() {
          // ...
          notifyObservers();
      }
    };
    
    class ConcreteObserverA : public Observer {
    public:
      void update(Observable* observable) override {
          // ...
      }
    };
    
    class ConcreteObserverB : public Observer {
    public:
      void update(Observable* observable) override {
          // ...
      }
    };
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