What you'll get

  • Govt. Verified Certification
  • Job Credibility
  • Certification Valid for Life
  • Lifetime Access To E-learning

Description

The best way to solve common object familiarized style issues is by implementing style patterns. With Creation style Patterns in trendy C++, you may learn the way to grasp and implement creational style patterns in trendy C++.

However, understanding and learning style patterns are often daunting and time intense, however you need not to be worried, this course got you covered! Learning inventive style Patterns lets you construct complicated objects step by step. The patterns permit you to provide different types associated with representations of an object victimization a similar constructive code. Style patterns also help in determining the different methods to unveil common object recognized style problems, it helps to forestall delicate problems that may cause major issues and improves code readability for coders and designers.

This course aims to assist you perceive and implement Creational style Patterns. Every pattern is explained with multiple examples through trendy C++.  These examples can be compiled and executed on any platform that supports a C++ compiler. This helps you to perceive however the patterns are often enforced with efficient victimization language options. These topics square measure seldom used when building real-world computer code.

Throughout the course you'll learn the way to use style patterns to trendy C++ programming. These simplistic methods are used to determine creational patterns of builders, factories, paradigm and singleton. The methods to bifurcate structural patterns such as bridge, adapter, façade, decorator and many more.

You will have learned the fundamentals of C++ and Object familiarized Programming.

This is a rigorous and targeted discussion that spans multiple lectures. At the tip of every section, you will perceive the pattern and your ideas are comprehensive and so you will apply it in your code or simply clear any style interview.

This course can offer you a robust starting engineer with handwork and determination. In obvious terms, people who actually strive for a proper vision and detailed understanding for who they are or what they strive to be: Computer code Developers, Students, Architects, C++ developers are all successfully bridging the gap of technology with this course.

This course can prepare you for a booming career in today's world and purpose them towards a path to success.

Course content

Total: 76 lectures
  • Course Introduction
  • Introduction to Patterns
  • Overview of the Unified Modeling Language (UML) Class Diagram
  • S.O.L.I.D. Principles - Part I
  • S.O.L.I.D. Principles - Part II
  • S.O.L.I.D. Principles - Part III
  • Creational Patterns - Overview
  • Introduction
  • Basic Example
  • Logger Class - Part I
  • Logger Class - Part II
  • Lazy Instantiation
  • Destruction Policies
  • Multithreading Issues
  • Why a Double-Checked Locking Pattern (DCLP) Fails?
  • Meyer's Singleton
  • Using the std::call_once Function
  • CRTP Idiom
  • Clock Class
  • Monostate Pattern
  • Singleton Versus Monostate
  • Singleton Issues
  • Registry of Singletons - Part I
  • Registry of Singletons - II
  • Introduction
  • Basic Implementation - Part I
  • Basic Implementation - Part II
  • Application Framework - Discussion
  • Application Framework - Implementation
  • Application Framework with the Factory Method
  • Parameterized Factory Method
  • std::unique_ptr
  • std::shared_ptr
  • Introduction
  • Basic Example
  • Pooling Game Objects - Part I
  • Pooling Game Objects - Part II
  • Multiple Actors - Part I
  • Multiple Actors - Part II
  • Multiple Actors - Part III
  • Generic Pool - Part I
  • Generic Pool - Part II
  • Introduction
  • Basic Example
  • Basic Implementation with the Abstract Factory
  • Database Framework - Introduction
  • Database Framework - Implementation
  • SQL Server Database Classes
  • MySQL Database Classes
  • Database Framework Usage
  • Using the Factory Method
  • Using the Abstract Factory
  • Introduction
  • Cloning Types
  • Basic Example
  • Game - Introduction
  • Game Implementation - Part I
  • Game Implementation - Part II
  • Game Implementation - Part III
  • Cloning Example
  • Game Implementation - Part IV
  • Game Implementation - Part V
  • Game Implementation - Part VI
  • Class Versus Object
  • Varying State
  • Prototype Manager - Part I
  • Prototype Manager - Part II
  • Memory Management
  • Introduction
  • Basic Implementation
  • File Example - Introduction
  • Issues
  • Builder Implementation
  • Construction Using the Builder Pattern
  • Modern Implementation
  • Fluent Builder

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