Learn how to implement creational design patterns in modern C++ with the help of expert guidance and real-world examples
About This Video
Become familiar with creational design patterns
Solve object construction problems with creational design patterns
Understand the role of C++ in implementing design patterns
In Detail
The best way to solve common object-oriented design problems is by implementing design patterns. However, understanding …
Creational Design Patterns in Modern C++
Video description
Learn how to implement creational design patterns in modern C++ with the help of expert guidance and real-world examples
About This Video
Become familiar with creational design patterns
Solve object construction problems with creational design patterns
Understand the role of C++ in implementing design patterns
In Detail
The best way to solve common object-oriented design problems is by implementing design patterns. However, understanding and learning design patterns can be time-consuming and intimidating, but this course has got you covered! With Creational Design Patterns in Modern C++, you’ll learn how to understand and implement creational design patterns in C++ with the help of engaging examples.
The course begins with an introduction to creational patterns, giving you a tour of UML class diagrams and SOLID principles. You’ll become familiar with logger classes, multithreading, and patterns and gain a solid understanding of singletons in C++. As you progress, you’ll get to grips with the factory method and find out how to implement it in the application framework. Once you’ve covered the intent, structure, and implementation of the object pool pattern, you’ll discover how to use the abstract factory pattern. Finally, you’ll delve into prototype implementation with the help of a gaming example and apply the builder pattern.
By the end of this course, you’ll have developed skills needed to create and implement patterns in modern C++.
Overview of the Unified Modeling Language (UML) Class Diagram
00:08:24
S.O.L.I.D. Principles - Part I
00:04:57
S.O.L.I.D. Principles - Part II
00:04:59
S.O.L.I.D. Principles - Part III
00:05:08
Creational Patterns - Overview
00:02:11
Chapter 2 : Singleton
Introduction
00:03:49
Basic Example
00:03:17
Logger Class - Part I
00:07:22
Logger Class - Part II
00:05:48
Lazy Instantiation
00:04:08
Destruction Policies
00:08:12
Multithreading Issues
00:06:12
Why a Double-Checked Locking Pattern (DCLP) Fails?
00:08:08
Meyer’s Singleton
00:02:46
Using the std::call_once Function
00:04:38
CRTP Idiom
00:04:40
Clock Class
00:05:27
Monostate Pattern
00:05:59
Singleton Versus Monostate
00:02:33
Singleton Issues
00:05:44
Registry of Singletons - Part I
00:09:38
Registry of Singletons - II
00:08:23
Pros and Cons
00:04:22
Chapter 3 : Factory Method
Introduction
00:06:16
Basic Implementation - Part I
00:04:53
Basic Implementation - Part II
00:07:21
Application Framework - Discussion
00:03:23
Application Framework - Implementation
00:03:52
Application Framework with the Factory Method
00:08:05
Parameterized Factory Method
00:09:07
std::unique_ptr
00:06:41
std::shared_ptr
00:07:23
Pros and Cons
00:05:04
Chapter 4 : Object Pool
Introduction
00:05:07
Basic Example
00:06:29
Pooling Game Objects - Part I
00:07:24
Pooling Game Objects - Part II
00:06:03
Multiple Actors - Part I
00:04:20
Multiple Actors - Part II
00:07:37
Multiple Actors - Part III
00:09:12
Generic Pool - Part I
00:05:46
Generic Pool - Part II
00:09:11
Pros and Cons
00:03:43
Chapter 5 : Abstract Factory
Introduction
00:06:16
Basic Example
00:06:24
Basic Implementation with the Abstract Factory
00:06:40
Database Framework - Introduction
00:05:40
Database Framework - Implementation
00:03:47
SQL Server Database Classes
00:06:30
MySQL Database Classes
00:03:13
Database Framework Usage
00:04:29
Using the Factory Method
00:08:24
Using the Abstract Factory
00:06:26
Pros and Cons
00:08:14
Chapter 6 : Prototype
Introduction
00:03:59
Cloning Types
00:04:39
Basic Example
00:04:49
Game - Introduction
00:03:30
Game Implementation - Part I
00:06:55
Game Implementation - Part II
00:04:36
Game Implementation - Part III
00:07:22
Cloning Example
00:04:53
Game Implementation - Part IV
00:06:46
Game Implementation - Part V
00:03:22
Game Implementation - Part VI
00:05:35
Class Versus Object
00:04:55
Varying State
00:04:38
Prototype Manager - Part I
00:06:09
Prototype Manager - Part II
00:04:10
Memory Management
00:03:30
Pros and Cons
00:06:07
Chapter 7 : Builder
Introduction
00:04:28
Basic Implementation
00:05:41
File Example - Introduction
00:05:43
Issues
00:05:46
Builder Implementation
00:06:01
Construction Using the Builder Pattern
00:04:06
Modern Implementation
00:06:57
Fluent Builder
00:05:42
Pros and Cons
00:04:14
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