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Look Up: (916 Terms)
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Browse Results: [All], Design Patterns
Abstract Factory
As defined by GOF: Creational Pattern Provide an interface for creating families of related or depenedent objects without specifying their concrete classes.
See Also:GOF
As defined by GOF: Creational Pattern "Separate the construction of a complex object from its representation so that the same construction process can create different representations."
See Also:GOF
Factory Method
As defined by GOF: Creational Pattern "Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses."
See Also:GOF
As defined by GOF: Creational Pattern "Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype."
See Also:GOF
The Proxy pattern is meant to provide a surrogate or placeholder for another object to control access to it. There are different kinds of proxies: - Remote Proxies are responsible for encoding a request and its arguments and for sending the encoded request to the real subject in a different address space. - Virtual Proxies may cache additional information about the real subject so that they can postpone accessing it. - Protection Proxies check that the caller has the access permissions required to perform a request.
As defined by GOF: Creational Pattern "Ensure a class only has one instance, and provide a global point of access to it."
See Also:Singleton

A singleton is an object that has and can have no more than one instance.

Often, when a singleton is used in C++, the class consists solely of static members and member functions.

class Singleton
    static int PrivateData;
    static void PublicFunction();

Another way to ensure that an object is a singleton is to set a static member pointer upon instantiation, and to throw an exception if an instance already exists.

class Singleton
    static Singleton* InstancePointer;
    inline static Singleton* GetInstancePointer(){return(InstancePointer);}
Singleton* Singleton::InstancePointer=0;

        //error--throw exception

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