What are the differences between design patterns and anti-patterns in C++?
Design patterns are best practices for solving common problems in software design, while anti-patterns are common responses to a recurring problem that are ineffective and counterproductive.
Can you give me an example of a design pattern in C++?
Sure! The Singleton pattern ensures a class has only one instance and provides a global point of access to it.
What about an anti-pattern? Can you provide an example?
An example of an anti-pattern is the 'God Object', where a single class takes on too many responsibilities, making the code hard to maintain.
How can I avoid anti-patterns in my C++ code?
To avoid anti-patterns, focus on adhering to SOLID principles, keep your classes focused on a single responsibility, and regularly refactor your code.
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