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

Using memory arenas

A memory arena, also called a region, is just a large chunk of memory that exists for a limited time. You can use it to allocate smaller objects that you use for the lifetime of the arena. Objects in the arena can be either deallocated as usual or erased all at once in a process called winking out. We'll describe it later on.

Arenas have several great advantages over the usual allocations and deallocations – they increase performance because they limit the memory allocations that need to grab upstream resources. They also reduce fragmentation of memory, because any fragmentation that would happen will happen inside the arena. Once an arena's memory is released, the fragmentation is no more as well. A great idea is to create separate arenas per thread. If only a single thread uses an arena, it doesn't need to use any locking or other thread-safety mechanisms, reducing thread contention and giving you a nice boost in performance.

If your program...