Design Patterns in Java

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In this chapter we described several common design patterns that we use throughout the text Although we concentrated mostly on object-based design patterns, some of the patterns toward the end of the chapter emphasize the central role that inheritance plays in many patterns Unfortunately, because of memory management issues, inheritance complicates our implementations, and as a result, we use it sparingly However, these patterns can give you a feel for the power of inheritance and the techniques that it introduces This chapter concludes the first part of the text, which provided an overview of C++ and object-oriented programming We now go on to look at algorithms and the building blocks of problem-solving programming
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adapter class Typically used when the interface of another class is not exactly what is needed and provides a wrapping effect while changing the interface (p 162) auto-gtr A new class in the STL that helps automatically d e l e t e dynamically allocated objects (p 164) callback function A function that is registered to be called at a later time (p 181) Composite pattern Stores two or more objects in one entity (p 179) design pattern Describes a problem that occurs over and over in software engineering and then describes the solution in a sufficiently generic manner as to be applicable in a wide variety of contexts (P- 155) dual-direction implicit conversion The circumstance in which implicit conversions between two types are defined in both directions, which often leads to ambiguities and thus should be avoided (P 164) factory method Creates a new concrete instance but returns it by using a pointer (or reference) to the abstract class (p 176) function object An object passed to a generic function with the intention of having its single method used by the generic function (P 158) Functor A function object (p 158) incomplete class declaration Used to inform the compiler of the existence of a class and is necessary when two or more classes refer to each circularly (p 173)
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Iterator An object used to control iteration of a collection (p 170) member templates Allow declaration of member function templates, using different template types (p 168) Observer pattern Involves a subject and a set of observers; the observers are informed whenever something interesting happens to the subject (p 179) Pair The composite pattern storing two objects as an entity (p 179) programming to an interface The technique of using classes by writing in terms of the most abstract interface and attempting to hide even the name of the concrete class that is being operated on (P 174) smart pointer classes Classes that encapsulate the behavior of a pointer (p 163) Wrapper class Typically used to store a primitive type and add operations that the primitive type either does not support or does not support correctly (p 162)
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1 When writing operator ( ) , remember that you still must have a parameter list 2 When you send a function object as a parameter, you must send a constructed object, not simply the name of the class 3 Using dual-direction implicit type conversions is dangerous because they can lead to ambiguities 4 Using auto- ptr in a setting more complex than it was designed for leads to trouble because the pointee will be destroyed if ownership is transferred to an owner that exits scope earlier than you think it will 5 The Adapter pattern often implies private rather than public inheritance If you are changing rather than simply augmenting the class interface, you do not want public inheritance 6 Many design patterns that have cooperating classes require incomplete class declarations because the class declarations refer to each other circularly 7 In C++, inheritance-based design patterns tend to require that you deal with reclaiming dynamically allocated objects, often leading to memory leaks, stale pointers, and other assorted bugs 8 Using too few classes can be a sign of poor design Often adding a class can clean up the design
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