Part ICreational Patterns
Even in the absence of creational patterns, the act of creation of an object in C++ is fraught with peril. Should you create on the stack or on the heap? Should that be a raw pointer, a unique or shared pointer, or something else entirely? Finally, is creating objects manually still kosher, or should we instead defer the creation of all key aspects of our infrastructure to specialized constructs such as Factories (more on them in just a moment!) or Inversion of Control containers?
Whichever option you choose, creation of objects can still be a chore, especially if the construction process is complicated or needs to abide by special rules. So that’s where creational patterns come from: they are common ...
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