std-design

Design C++ subsystems using arena-first ownership with ObjPool.

13|Updated Sep 17, 2021
One-click install
npx skills add https://github.com/pg83/std --skill std-design
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: std-design
Source: https://github.com/pg83/std/tree/main
Command: npx skills add https://github.com/pg83/std --skill std-design

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you design C++ subsystems that stay fast, simple, and maintainable by using one owning object pool for lifetime management and data locality.

Core Features & Use Cases

  • Arena-first ownership: Plan subsystems so one ObjPool owns the full object graph and teardown happens in one shot.
  • Header and implementation split: Keep public headers light with interface pointers while moving concrete implementations into source files.
  • Data structure guidance: Choose between pooled objects, pointer vectors, maps, string views, and decorators without fighting standard-library ownership patterns.
  • Use Case: Use this Skill when reviewing or designing networking, parsing, concurrency, or storage subsystems that need clean boundaries and efficient memory layout.

Quick Start

Ask for a std-style design review of your subsystem and specify the unit of work, ownership boundary, and main objects you want organized around ObjPool.

Frequently Asked Questions about std-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design C++ subsystems around a single object pool for memory management?

Design C++ subsystems around a single owning object pool by planning the architecture so one ObjPool owns the full object graph, enabling bulk destruction semantics and efficient data locality in one shot. This arena-first ownership model simplifies lifetime boundaries.

What is the best way to split C++ headers and implementation files for clean subsystem boundaries?

The best way to split C++ headers and implementation is keeping public headers light with interface-forward pointers while moving concrete implementations into source files using anonymous namespaces, ensuring clean subsystem boundaries and reducing compile-time dependencies.

How does arena allocation improve data locality in C++ object graphs?

Arena allocation improves data locality in C++ object graphs by consolidating object lifetime management into one owning pool. This ensures allocated objects are memory-contiguous, reducing cache misses and enabling bulk destruction teardown instead of individual deallocation.

Can I use standard library containers with pooled objects and string views in C++?

You can use standard library containers with pooled objects by choosing between pointer vectors, maps, and non-owning string views. This approach avoids fighting standard-library ownership patterns while maintaining efficient memory layout within your subsystem.

Does this object pool design approach work for networking and storage subsystems?

This object pool design approach works effectively for networking, parsing, concurrency, and storage subsystems. It requires pool-based allocation and bulk destruction semantics, making it suitable for applications needing clean architectural boundaries and efficient memory layout.

When should I not use arena-first ownership for C++ memory management?

You should not use arena-first ownership when individual object lifetimes must outlast the pool or require granular deallocation. This approach relies on bulk destruction semantics, making it unsuitable for C++ subsystems where objects need independent, scattered lifetimes.