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Design Patterns in Modern C++

Reusable Approaches for Object-Oriented Software Design

Dmitri Nesteruk

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Apply modern C++17 to the implementations of classic design patterns. As well as covering traditional design patterns, this book fleshes out new patterns and approaches that will be useful to C++ developers. The author presents concepts as a fun investigation of how problems can be solved in different ways, along the way using varying degrees of technical sophistication and explaining different sorts of trade-offs.

Design Patterns in Modern C++ also provides a technology demo for modern C++, showcasing how some of its latest features (e.g., coroutines) make difficult problems a lot easier to solve. The examples in this book are all suitable for putting into production, with only a few simplifications made in order to aid readability.

What You Will Learn

  • Apply design patterns to modern C++ programming

  • Use creational patterns of builder, factories, prototype and singleton

  • Implement structural patterns such as adapter, bridge, decorator, facade and more

  • Work with the behavioral patterns such as chain of responsibility, command, iterator, mediator and more

  • Apply functional design patterns such as Monad and more

Who This Book Is For

Those with at least some prior programming experience, especially in C++.

Dmitri Nesteruk is a quantitative analyst, developer, course and book author, and an  occasional conference speaker.  His interests lie in software development and integration practices in the areas of computation, quantitative finance and algorithmic trading. His technological interests include C# and C++ programming as well high-performance computing using technologies such as CUDA and FPGAs. He has been a C# MVP since 2009.


Einband Taschenbuch
Seitenzahl 314
Erscheinungsdatum 19.04.2018
Sprache Englisch
ISBN 978-1-4842-3602-4
Verlag Apress
Maße (L/B/H) 23.5/15.5/1.7 cm
Gewicht 5037 g
Abbildungen schwarz-weiss Illustrationen
Auflage 1st ed.


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  • 1. Introduction

    Part I: Creational Patterns

    2. Builder

    3. Factories

    4. Prototype

    5. Singleton

    Part II: Structural Patterns

    6. Adapter

    7. Bridge

    8. Composite

    9. Decorator

    10. Façade

    11. Flyweight

    12. Proxy

    Part III: Behavioral Patterns

    13. Chain of Responsibility

    14. Command

    15. Interpreter

    16. Iterator

    17. Mediator

    18. Null Object

    19. Observer

    20. State

    21. Strategy

    22. Template Method

    23. Visitor

    24. Maybe Monad

    Part IV: Appendix

    25. Appendix A: Functional Design Patterns