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

Winking out memory

Sometimes not having to deallocate the memory, as the monotonic buffer resource does, is still not enough for performance. A special technique called winking out can help here. Winking out objects means that they're not only not deallocated one by one, but their constructors aren't called too. The objects simply evaporate, saving time that would normally be spent calling destructors for each object and their members (and their members...) in the arena.

NOTE: This is an advanced topic. Be careful when using this technique, and only use it if the possible gain is worth it.

This technique can save your precious CPU cycles, but it's not always possible to use it. Avoid winking out memory if your objects handle resources other than memory. Otherwise, you will get resource leaks. The same goes if you depend on any side effects the destructors of your objects would have.

Let's now see winking out in action:

  auto verbose = verbose_resource(std...