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.