Value Objects

A value object is a small object whose equality is based on state, but not identity. Typical value objects are money, numbers, or strings.

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Regular Types

The concept of a regular type goes back to the creator of the Standard Template Library (STL) Alexander Stepanov. A regular type is a user-defined type and behaves like a built-in type.

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The Rule of Zero, or Six

The rule of zero, or six, is one of the advanced rules in modern C++. I wrote in my current book "C++ Core Guidelines Explained: Best Practices for Modern C++" about them. Today, I want to quote the relevant parts of my book in this post.

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Views: 4370

Argument-Dependent Lookup and the Hidden Friend Idiom

Argument-Dependent Lookup (ADL), also known as Koenig Lookup, is a set of "magical" rules for the lookup of unqualified functions based on their function arguments.

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Views: 5072

Partial Function Application

Partial Function Application is a technique in which a function binds a few of its arguments and returns a function taking fewer arguments. This technique is related to a technique used in functional languages called currying.

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Views: 33360

The Copy-and-Swap Idiom

An idiom is an architectural or design pattern implementation in a concrete programming language. Applying them is idiomatic for a programming language. Today. I write about the Copy-and-Swap Idiom in C++. This idiom gives you the strong exception safety guarantee.

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Views: 4354

The Strategy Pattern

The Strategy Pattern is a behavioral design pattern from the book Design Patterns: Elements of Reusable Object-Oriented Software". It defines a family of algorithms and encapsulates them in objects.

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Views: 9152

The Template Method

The Template Method is a behavioral design pattern. It defines a skeleton for an algorithm and is probably one of the most often used design patterns from the book "Design Patterns: Elements of Reusable Object-Oriented Software".

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Views: 4602

The Visitor Pattern

The Visitor Pattern encapsulates an operation executed on an object hierarchy as an object and enables it to define new operations without changing the object hierarchy.

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Views: 4128

The Observer Pattern

The Observer Pattern is a behavioral pattern from the book   "Design Patterns: Elements of Reusable Object-Oriented Software". It defines 1-to-n dependencies between objects so that changes to one object cause all dependent objects to be notified.

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Views: 4718

Mentoring

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English Books

Course: Modern C++ Concurrency in Practice

Course: C++ Standard Library including C++14 & C++17

Course: Embedded Programming with Modern C++

Course: Generic Programming (Templates)

Course: C++ Fundamentals for Professionals

Interactive Course: The All-in-One Guide to C++20

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