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Co-authored-by: Jackie Nim <=>
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---
layout: pattern
title: Object Pool
folder: object-pool
permalink: /patterns/object-pool/
categories: Creational
language: en
tags:
- Game programming
- Performance
---
## Also known as
Resource Pool
## Intent
When objects are expensive to create and they are needed only for short periods of time it is
advantageous to utilize the Object Pool pattern. The Object Pool provides a cache for instantiated
objects tracking which ones are in use and which are available.
## Explanation
Real world example
> In our war game we need to use oliphaunts, massive and mythic beasts, but the problem is that they
> are extremely expensive to create. The solution is to create a pool of them, track which ones are
> in-use, and instead of disposing them re-use the instances.
In plain words
> Object Pool manages a set of instances instead of creating and destroying them on demand.
Wikipedia says
> The object pool pattern is a software creational design pattern that uses a set of initialized
> objects kept ready to use a "pool" rather than allocating and destroying them on demand.
**Programmatic Example**
Here's the basic `Oliphaunt` class. These giants are very expensive to create.
```java
public class Oliphaunt {
private static final AtomicInteger counter = new AtomicInteger(0);
private final int id;
public Oliphaunt() {
id = counter.incrementAndGet();
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public int getId() {
return id;
}
@Override
public String toString() {
return String.format("Oliphaunt id=%d", id);
}
}
```
Next we present the `ObjectPool` and more specifically `OliphauntPool`.
```java
public abstract class ObjectPool<T> {
private final Set<T> available = new HashSet<>();
private final Set<T> inUse = new HashSet<>();
protected abstract T create();
public synchronized T checkOut() {
if (available.isEmpty()) {
available.add(create());
}
var instance = available.iterator().next();
available.remove(instance);
inUse.add(instance);
return instance;
}
public synchronized void checkIn(T instance) {
inUse.remove(instance);
available.add(instance);
}
@Override
public synchronized String toString() {
return String.format("Pool available=%d inUse=%d", available.size(), inUse.size());
}
}
public class OliphauntPool extends ObjectPool<Oliphaunt> {
@Override
protected Oliphaunt create() {
return new Oliphaunt();
}
}
```
Finally, here's how we utilize the pool.
```java
var pool = new OliphauntPool();
var oliphaunt1 = pool.checkOut();
var oliphaunt2 = pool.checkOut();
var oliphaunt3 = pool.checkOut();
pool.checkIn(oliphaunt1);
pool.checkIn(oliphaunt2);
var oliphaunt4 = pool.checkOut();
var oliphaunt5 = pool.checkOut();
```
Program output:
```
Pool available=0 inUse=0
Checked out Oliphaunt id=1
Pool available=0 inUse=1
Checked out Oliphaunt id=2
Checked out Oliphaunt id=3
Pool available=0 inUse=3
Checking in Oliphaunt id=1
Checking in Oliphaunt id=2
Pool available=2 inUse=1
Checked out Oliphaunt id=2
Checked out Oliphaunt id=1
Pool available=0 inUse=3
```
## Class diagram
![alt text](./etc/object-pool.png "Object Pool")
## Applicability
Use the Object Pool pattern when
* The objects are expensive to create (allocation cost).
* You need a large number of short-lived objects (memory fragmentation).