May 2024
Intermediate to advanced
676 pages
13h 30m
English
In the last chapter, we went over the core of what design patterns are, the common problems they solve, and how we’ll go about learning and implementing each of them throughout our adventure. In this chapter, we’ll start our practical journey by exploring the Singleton pattern, which helps when you want a single instance of a class to be globally accessible. For applications and games, you’ll commonly see this type of functionality with manager or service classes that keep track of global state or provide access to system-wide utilities. However, we need to be aware of potential risks with global state (and how to protect our newly accessible data), which we’ll discuss later in the chapter.
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