Book Image

Software Architecture with C++

By : Adrian Ostrowski, Piotr Gaczkowski
Book Image

Software Architecture with C++

By: Adrian Ostrowski, Piotr Gaczkowski

Overview of this book

Software architecture refers to the high-level design of complex applications. It is evolving just like the languages we use, but there are architectural concepts and patterns that you can learn to write high-performance apps in a high-level language without sacrificing readability and maintainability. If you're working with modern C++, this practical guide will help you put your knowledge to work and design distributed, large-scale apps. You'll start by getting up to speed with architectural concepts, including established patterns and rising trends, then move on to understanding what software architecture actually is and start exploring its components. Next, you'll discover the design concepts involved in application architecture and the patterns in software development, before going on to learn how to build, package, integrate, and deploy your components. In the concluding chapters, you'll explore different architectural qualities, such as maintainability, reusability, testability, performance, scalability, and security. Finally, you will get an overview of distributed systems, such as service-oriented architecture, microservices, and cloud-native, and understand how to apply them in application development. By the end of this book, you'll be able to build distributed services using modern C++ and associated tools to deliver solutions as per your clients' requirements.
Table of Contents (24 chapters)
1
Section 1: Concepts and Components of Software Architecture
5
Section 2: The Design and Development of C++ Software
6
Architectural and System Design
10
Section 3: Architectural Quality Attributes
15
Section 4: Cloud-Native Design Principles
21
About Packt

Interface segregation principle

The interface segregation principle is just about what its name suggests. It is formulated as follows:

No client should be forced to depend on methods that it does not use.

That sounds pretty obvious, but it has some connotations that aren't that obvious. Firstly, you should prefer more but smaller interfaces to a single big one. Secondly, when you're adding a derived class or are extending the functionality of an existing one, you should think before you extend the interface the class implements.

Let's show this on an example that violates this principle, starting with the following interface:

class IFoodProcessor {
public:
virtual ~IFoodProcessor() = default;
virtual void blend() = 0;
};

We could have a simple class that implements it:

class Blender : public IFoodProcessor {
public:
void blend() override;
};

So far so good. Now say we want to model another, more advanced food processor and we recklessly tried to add more methods to our interface:

class IFoodProcessor {
public:
virtual ~IFoodProcessor() = default;
virtual void blend() = 0;
virtual void slice() = 0;
virtual void dice() = 0;
};

class AnotherFoodProcessor : public IFoodProcessor {
public:
void blend() override;
void slice() override;
void dice() override;
};

Now we have an issue with the Blender class as it doesn't support this new interface – there's no proper way to implement it. We could try to hack a workaround or throw std::logic_error, but a much better solution would be to just split the interface into two, each with a separate responsibility:

class IBlender {
public:
virtual ~IBlender() = default;
virtual void blend() = 0;
};

class ICutter {
public:
virtual ~ICutter() = default;
virtual void slice() = 0;
virtual void dice() = 0;
};

Now our AnotherFoodProcessor can just implement both interfaces, and we don't need to change the implementation of our existing food processor.

We have one last SOLID principle left, so let's learn about it now.