computer science: Programming Patterns

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high level computer science problem

including:

 

Notions

- UML class, object and state diagrams
- base/derived classes, inheritance, virtual functions, abstract
 functions, abstract classes, access methods
 invoking overriden function in an overriding function
- overloading vs. overriding
- idioms vs. design patterns vs. frameworks
- multiple inheritance; private vs. public inheritance, usage
- type covariance
- push and pull implementation methods
- (forward) class declaration, elaborated type specifier
- delegation
- C++11 style type casting, static_cast vs. dynamic_cast; reinterpret_cast; const_cast
- C++11 enum classes

Patterns

- singleton: Meyers and classic versions, precluding object copying,
 specifying behavior at shutdown

- abstract factory: factory method, abstract vs. concrete
 factories/products

- template method: hooks, primitive operations, template
 method

- bridge: delegation, handle, body

- adapter: adaptee, adapter, interface; class and object
 implementation

- prototype: clone

- state: context, state abstract/concrete

- decorator: decoration, component

- observer: subject, observer, subscribing, registry,
 message (notification)

- registry: canonical vs. non-canonical pattern, use, implementation

- chain of responsibility: handler

- command: (abstract/concrete) command, client, receiver, invoker
    execute()/unexecute()

- memento: originator, memento, caretaker

  • 8 years ago
  • 100
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