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- •Table of Contents
- •About the Author
- •About the Technical Reviewer
- •Acknowledgments
- •Software Entropy
- •Clean Code
- •C++11: The Beginning of a New Era
- •Who This Book Is For
- •Conventions Used in This Book
- •Sidebars
- •Notes, Tips, and Warnings
- •Code Samples
- •Coding Style
- •C++ Core Guidelines
- •Companion Website and Source Code Repository
- •UML Diagrams
- •The Need for Testing
- •Unit Tests
- •What About QA?
- •Rules for Good Unit Tests
- •Test Code Quality
- •Unit Test Naming
- •Unit Test Independence
- •One Assertion per Test
- •Independent Initialization of Unit Test Environments
- •Exclude Getters and Setters
- •Exclude Third-Party Code
- •Exclude External Systems
- •What Do We Do with the Database?
- •Don’t Mix Test Code with Production Code
- •Tests Must Run Fast
- •How Do You Find a Test’s Input Data?
- •Equivalence Partitioning
- •Boundary Value Analysis
- •Test Doubles (Fake Objects)
- •What Is a Principle?
- •KISS
- •YAGNI
- •It’s About Knowledge!
- •Building Abstractions Is Sometimes Hard
- •Information Hiding
- •Strong Cohesion
- •Loose Coupling
- •Be Careful with Optimizations
- •Principle of Least Astonishment (PLA)
- •The Boy Scout Rule
- •Collective Code Ownership
- •Good Names
- •Names Should Be Self-Explanatory
- •Use Names from the Domain
- •Choose Names at an Appropriate Level of Abstraction
- •Avoid Redundancy When Choosing a Name
- •Avoid Cryptic Abbreviations
- •Avoid Hungarian Notation and Prefixes
- •Avoid Using the Same Name for Different Purposes
- •Comments
- •Let the Code Tell the Story
- •Do Not Comment Obvious Things
- •Don’t Disable Code with Comments
- •Don’t Write Block Comments
- •Don’t Use Comments to Substitute Version Control
- •The Rare Cases Where Comments Are Useful
- •Documentation Generation from Source Code
- •Functions
- •One Thing, No More!
- •Let Them Be Small
- •“But the Call Time Overhead!”
- •Function Naming
- •Use Intention-Revealing Names
- •Parameters and Return Values
- •Avoid Flag Parameters
- •Avoid Output Parameters
- •Don’t Pass or Return 0 (NULL, nullptr)
- •Strategies for Avoiding Regular Pointers
- •Choose simple object construction on the stack instead of on the heap
- •In a function’s argument list, use (const) references instead of pointers
- •If it is inevitable to deal with a pointer to a resource, use a smart one
- •If an API returns a raw pointer...
- •The Power of const Correctness
- •About Old C-Style in C++ Projects
- •Choose C++ Strings and Streams over Old C-Style char*
- •Use C++ Casts Instead of Old C-Style Casts
- •Avoid Macros
- •Managing Resources
- •Resource Acquisition Is Initialization (RAII)
- •Smart Pointers
- •Unique Ownership with std::unique_ptr<T>
- •Shared Ownership with std::shared_ptr<T>
- •No Ownership, but Secure Access with std::weak_ptr<T>
- •Atomic Smart Pointers
- •Avoid Explicit New and Delete
- •Managing Proprietary Resources
- •We Like to Move It
- •What Are Move Semantics?
- •The Matter with Those lvalues and rvalues
- •rvalue References
- •Don’t Enforce Move Everywhere
- •The Rule of Zero
- •The Compiler Is Your Colleague
- •Automatic Type Deduction
- •Computations During Compile Time
- •Variable Templates
- •Don’t Allow Undefined Behavior
- •Type-Rich Programming
- •Know Your Libraries
- •Take Advantage of <algorithm>
- •Easier Parallelization of Algorithms Since C++17
- •Sorting and Output of a Container
- •More Convenience with Ranges
- •Non-Owning Ranges with Views
- •Comparing Two Sequences
- •Take Advantage of Boost
- •More Libraries That You Should Know About
- •Proper Exception and Error Handling
- •Prevention Is Better Than Aftercare
- •No Exception Safety
- •Basic Exception Safety
- •Strong Exception Safety
- •The No-Throw Guarantee
- •An Exception Is an Exception, Literally!
- •If You Can’t Recover, Get Out Quickly
- •Define User-Specific Exception Types
- •Throw by Value, Catch by const Reference
- •Pay Attention to the Correct Order of Catch Clauses
- •Interface Design
- •Attributes
- •noreturn (since C++11)
- •deprecated (since C++14)
- •nodiscard (since C++17)
- •maybe_unused (since C++17)
- •Concepts: Requirements for Template Arguments
- •The Basics of Modularization
- •Criteria for Finding Modules
- •Focus on the Domain of Your Software
- •Abstraction
- •Choose a Hierarchical Decomposition
- •Single Responsibility Principle (SRP)
- •Single Level of Abstraction (SLA)
- •The Whole Enchilada
- •Object-Orientation
- •Object-Oriented Thinking
- •Principles for Good Class Design
- •Keep Classes Small
- •Open-Closed Principle (OCP)
- •A Short Comparison of Type Erasure Techniques
- •Liskov Substitution Principle (LSP)
- •The Square-Rectangle Dilemma
- •Favor Composition over Inheritance
- •Interface Segregation Principle (ISP)
- •Acyclic Dependency Principle
- •Dependency Inversion Principle (DIP)
- •Don’t Talk to Strangers (The Law of Demeter)
- •Avoid Anemic Classes
- •Tell, Don’t Ask!
- •Avoid Static Class Members
- •Modules
- •The Drawbacks of #include
- •Three Options for Using Modules
- •Include Translation
- •Header Importation
- •Module Importation
- •Separating Interface and Implementation
- •The Impact of Modules
- •What Is Functional Programming?
- •What Is a Function?
- •Pure vs Impure Functions
- •Functional Programming in Modern C++
- •Functional Programming with C++ Templates
- •Function-Like Objects (Functors)
- •Generator
- •Unary Function
- •Predicate
- •Binary Functors
- •Binders and Function Wrappers
- •Lambda Expressions
- •Generic Lambda Expressions (C++14)
- •Lambda Templates (C++20)
- •Higher-Order Functions
- •Map, Filter, and Reduce
- •Filter
- •Reduce (Fold)
- •Fold Expressions in C++17
- •Pipelining with Range Adaptors (C++20)
- •Clean Code in Functional Programming
- •The Drawbacks of Plain Old Unit Testing (POUT)
- •Test-Driven Development as a Game Changer
- •The Workflow of TDD
- •TDD by Example: The Roman Numerals Code Kata
- •Preparations
- •The First Test
- •The Second Test
- •The Third Test and the Tidying Afterward
- •More Sophisticated Tests with a Custom Assertion
- •It’s Time to Clean Up Again
- •Approaching the Finish Line
- •Done!
- •The Advantages of TDD
- •When We Should Not Use TDD
- •TDD Is Not a Replacement for Code Reviews
- •Design Principles vs Design Patterns
- •Some Patterns and When to Use Them
- •Dependency Injection (DI)
- •The Singleton Anti-Pattern
- •Dependency Injection to the Rescue
- •Adapter
- •Strategy
- •Command
- •Command Processor
- •Composite
- •Observer
- •Factories
- •Simple Factory
- •Facade
- •The Money Class
- •Special Case Object (Null Object)
- •What Is an Idiom?
- •Some Useful C++ Idioms
- •The Power of Immutability
- •Substitution Failure Is Not an Error (SFINAE)
- •The Copy-and-Swap Idiom
- •Pointer to Implementation (PIMPL)
- •Structural Modeling
- •Component
- •Interface
- •Association
- •Generalization
- •Dependency
- •Template and Template Binding
- •Behavioral Modeling
- •Activity Diagram
- •Action
- •Control Flow Edge
- •Other Activity Nodes
- •Sequence Diagram
- •Lifeline
- •Message
- •State Diagram
- •State
- •Transitions
- •External Transitions
- •Internal Transitions
- •Trigger
- •Stereotypes
- •Bibliography
- •Index
Chapter 9 Design Patterns and Idioms
In addition to the positive feature of loose coupling (the concrete subject knows nothing about the Observers), this pattern also supports the open-closed principle very well. New concrete observers (in our case, new views) can be added very easily since nothing needs to be adjusted or changed in the existing classes.
Factories
According to the separation of concerns (SoC) principle, object creation or procurement should be separated from the domain-specific tasks that an object has. The dependency injection pattern follows this principle in a straightforward way, because the whole object creation and dependency resolution process is centralized in an infrastructure element, and the objects themselves do not have to worry about it.
But what should we do if an object must be dynamically created at some point at runtime? Well, this task can then be taken over by an object factory.
The Factory design pattern is basically relatively simple and appears in code bases in many different forms and varieties. In addition to the SoC principle, information hiding (see Chapter 3) is also greatly supported, because the creation process of an instance should be concealed from its users.
As stated, factories can be found in countless forms and variants. We discuss only a simple variant.
Simple Factory
The simplest implementation of a Factory probably looks like Listing 9-36 (we take up the Logging example from the DI section).
Listing 9-36. Probably the Simplest Imaginable Object Factory
#include "LoggingFacility.h" #include "StandardOutputLogger.h"
class LoggerFactory { public:
static Logger create() {
return std::make_shared<StandardOutputLogger>();
}
};
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Chapter 9 Design Patterns and Idioms
Usage of this very simple factory looks like Listing 9-37.
Listing 9-37. Using the LoggerFactory to Create a Logger Instance
#include "LoggerFactory.h"
int main() {
Logger logger = LoggerFactory::create(); // ...log something...
return 0;
}
Maybe you’ll ask now, whether it is at all worth it to spend an extra class for such a puny task. Well, maybe not. It’s more sensible, if the factory were able to create various loggers, and decides which type it will be. This can be done, for example, by reading and evaluating a configuration file, or a certain key is read out from the Windows Registry database. It is also imaginable that the type of the generated object is made dependent on the time of the day. The possibilities are endless. It is important that this should be completely transparent to the client class. Listing 9-38 shows a slightly more sophisticated LoggerFactory that reads a configuration file (e.g., from hard disk) and decides which specific Logger is created based on the current configuration.
Listing 9-38. A More Sophisticated Factory That Reads and Evaluates a Configuration File
#include "LoggingFacility.h" #include "StandardOutputLogger.h" #include "FilesystemLogger.h"
#include <fstream>
#include <string>
#include <string_view>
class LoggerFactory { private:
enum class OutputTarget : int { STDOUT,
FILE
};
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Chapter 9 Design Patterns and Idioms
public:
explicit LoggerFactory(std::string_view configurationFileName) : configurationFileName { configurationFileName } { }
Logger create() const {
const std::string configurationFileContent = readConfigurationFile(); OutputTarget outputTarget = evaluateConfiguration(configurationFileContent); return createLogger(outputTarget);
}
private:
std::string readConfigurationFile() const { std::ifstream filestream(configurationFileName);
return std::string(std::istreambuf_iterator<char>(filestream), std::istreambuf_iterator<char>()); }
OutputTarget evaluateConfiguration(std::string_view configurationFileContent) const {
// Evaluate the content of the configuration file...
return OutputTarget::STDOUT;
}
Logger createLogger(OutputTarget outputTarget) const { switch (outputTarget) {
case OutputTarget::FILE:
return std::make_shared<FilesystemLogger>(); case OutputTarget::STDOUT:
default:
return std::make_shared<StandardOutputLogger>();
}
}
const std::string configurationFileName;
};
The UML class diagram in Figure 9-12 depicts the structure that we basically know from the section about dependency injection (Figure 9-5), but now with our simple LoggerFactory instead of an assembler.
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