Design Patterns in Modern C++

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Обучение платное
Сертификация бесплатная
12.5 часов курса
О курсе

Course Overview

This course provides a comprehensive overview of Design Patterns in Modern C++ from a practical perspective. This course in particular covers patterns with the use of:

  • The latest versions of the C++ programming language
  • Use of modern programming approaches: dependency injection, use of coroutines, and more!
  • Use of modern developer tools such as CLion and ReSharper C++
  • Discussions of pattern variations and alternative approaches

This course provides an overview of all the Gang of Four (GoF) design patterns as outlined in their seminal book, together with modern-day variations, adjustments, discussions of intrinsic use of patterns in the language.

What are Design Patterns?

Design Patterns are reusable solutions to common programming problems. They were popularized with the 1994 book Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, John Vlissides, Ralph Johnson and Richard Helm (who are commonly known as a Gang of Four, hence the GoF acronym).

The original book was written using C++ and Smalltalk as examples, but since then, design patterns have been adapted to every programming language imaginable: Swift, C#, Java, PHP and even programming languages that aren't strictly object-oriented, such as JavaScript.

The appeal of design patterns is immortal: we see them in libraries, some of them are intrinsic in programming languages, and you probably use them on a daily basis even if you don't realize they are there.

What Patterns Does This Course Cover?

This course covers all the GoF design patterns. In fact, here's the full list of what is covered:

  • SOLID Design Principles: Single Responsibility Principle, Open-Closed Principle, Liskov Substitution Principle, Interface Segregation Principle and Dependency Inversion Principle
  • Creational Design Patterns: Builder, Factories (Factory Method and Abstract Factory), Prototype and Singleton
  • Structrural Design Patterns: Adapter, Bridge, Composite, Decorator, Façade, Flyweight and Proxy
  • Behavioral Design Patterns: Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Null Object, Observer, State, Strategy, Template Method and Visitor

Who Is the Course For?

This course is for C++ developers who want to see not just textbook examples of design patterns, but also the different variations and tricks that can be applied to implement design patterns in a modern way.

Presentation Style

This course is presented as a (very large) series of live demonstrations being done in JetBrains CLion. Most demos are single-file, so you can download the file attached to the lesson and run it in CLion, XCode or another IDE of your choice (or just on the command line).

This course does not use UML class diagrams; all of demos are live coding.

A taste of things to come... and yes, this is a course on Design Patterns. Join in, it should be a lot of fun!
SOLID Design Principles
Learn about the SOLID design principles used in software engineering
What are SOLID principles, where do they come from and why do we care?
Single Responsibility Principle
A look at the Single Responsibility Principle, which states that a class should only have one reason to change. Also tied to the concept of Separation of Concerns which is basically stating the same thing.
Open-Closed Principle
A discussion of the Open-Closed Principle, whichstates that classes should be open for extension, but closed for modification. In other words, you should extend functionality using interfaces and inheritance rather than jumping back into already-written/tested code and adding to it or changing it.This lesson also demonstrates theSpecification pattern.
Liskov Substitution Principle
The Liskov Substitution Principle states that subtypes should be substitutable for their base types.
Interface Segregation Principle
The Interface Segregation Principle is simple: don't throw everything in the kitchen sink into an interface because then all its users will have to implement things they do not need. Instead, split the interface into several smaller ones.
Dependency Inversion Principle
Not to be confused with dependency injection, dependency inversion specifies that high-level modules should not depend on low-level ones; both should depend on abstractions. Confusing, huh?
A summary of the things we've learned in this section of the course.
Learn to use the Builder design pattern
Gamma Categorization
A brief note about the three categories of design patterns: creational, structural and behavioral.
  • Good understanding of C++
  • Awareness of features of Modern C++ (11/14/17/...)
  • Understanding of OOP (encapsulation, polymorphism, inheritance)
Что Вы изучите?
  • Recognize and apply design patterns
  • Refactor existing designs to use design patterns
  • Reason about applicability and usability of design patterns
  • Learn how to use different aspects of Modern C++
Dmitri Nesteruk
Dmitri Nesteruk
Software/Hardware Engineering • Quant Finance • Algotrading

Dmitri is a quant, developer, book author and course author. His interests lie in software development and integration practices in the areas of computation, quantitative finance and algorithmic trading. His technological interests include C# and C++ programming as well high-performance computing using technologies such as CUDA and FPGAs. He has been a C# MVP since 2009. 

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