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Software Architecture with C++

You're reading from   Software Architecture with C++ Design modern systems using effective architecture concepts, design patterns, and techniques with C++20

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Product type Paperback
Published in Apr 2021
Publisher Packt
ISBN-13 9781838554590
Length 540 pages
Edition 1st Edition
Languages
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Authors (2):
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Adrian Ostrowski Adrian Ostrowski
Author Profile Icon Adrian Ostrowski
Adrian Ostrowski
Piotr Gaczkowski Piotr Gaczkowski
Author Profile Icon Piotr Gaczkowski
Piotr Gaczkowski
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Table of Contents (24) Chapters Close

Preface 1. Section 1: Concepts and Components of Software Architecture
2. Importance of Software Architecture and Principles of Great Design FREE CHAPTER 3. Architectural Styles 4. Functional and Nonfunctional Requirements 5. Section 2: The Design and Development of C++ Software
6. Architectural and System Design 7. Leveraging C++ Language Features 8. Design Patterns and C++ 9. Building and Packaging 10. Section 3: Architectural Quality Attributes
11. Writing Testable Code 12. Continuous Integration and Continuous Deployment 13. Security in Code and Deployment 14. Performance 15. Section 4: Cloud-Native Design Principles
16. Service-Oriented Architecture 17. Designing Microservices 18. Containers 19. Cloud-Native Design 20. Assessments 21. About Packt 22. Other Books You May Enjoy Appendix A

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...

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