docs: update object pool

This commit is contained in:
Ilkka Seppälä
2024-05-14 17:44:17 +03:00
parent a26f4aa209
commit cf3282149b
2 changed files with 52 additions and 17 deletions
+49 -15
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@@ -3,27 +3,27 @@ title: Object Pool
category: Creational
language: en
tag:
- Game programming
- Performance
- Game programming
- Instantiation
- Memory management
- Performance
- Resource management
- Scalability
---
## Also known as
Resource Pool
* 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.
The Object Pool design pattern manages a pool of reusable objects, optimizing resource use by recycling objects rather than creating and destroying them repeatedly.
## 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 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
@@ -31,8 +31,7 @@ In plain words
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.
> 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**
@@ -65,7 +64,7 @@ public class Oliphaunt {
}
```
Next we present the `ObjectPool` and more specifically `OliphauntPool`.
Next, we present the `ObjectPool` and more specifically `OliphauntPool`.
```java
public abstract class ObjectPool<T> {
@@ -137,11 +136,46 @@ Pool available=0 inUse=3
## Class diagram
![alt text](./etc/object-pool.png "Object Pool")
![Object Pool](./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).
* You need to frequently create and destroy objects, leading to high resource allocation and deallocation costs.
* The objects are expensive to create and maintain (e.g., database connections, thread pools).
* A fixed number of objects need to be controlled, like in connection pooling.
* Object reuse can significantly improve system performance and resource management.
## Known Uses
* Database connection pooling in Java applications.
* Thread pooling in Java concurrent programming.
* Pooling of socket connections in network applications.
* Object pools in game development for frequently created and destroyed game objects.
## Consequences
Benefits:
* Improved Performance: Reduces the overhead of object creation and garbage collection.
* Resource Management: Controls the number of instances, reducing resource contention and limiting resource usage.
* Scalability: Allows the application to handle more requests by reusing a fixed number of objects.
Trade-offs:
* Complexity: Adds complexity to the codebase, requiring careful management of the pool.
* Thread Safety: Requires careful handling of concurrent access to the pool, introducing potential synchronization issues.
* Initialization Cost: Initial creation of the pool can be resource-intensive.
## Related Patterns
[Singleton](https://java-design-patterns.com/patterns/singleton/): Ensures a single instance of the pool is used, providing a global point of access.
[Flyweight](https://java-design-patterns.com/patterns/flyweight/): Shares fine-grained objects to reduce memory usage, complementing object pooling by managing object state efficiently.
[Factory Method](https://java-design-patterns.com/patterns/factory-method/): Often used to create objects within the pool, abstracting the instantiation process.
## Credits
* [Design Patterns: Elements of Reusable Object-Oriented Software](https://amzn.to/3w0pvKI)
* [Effective Java](https://amzn.to/4cGk2Jz)
* [Java Concurrency in Practice](https://amzn.to/4aRMruW)
@@ -24,11 +24,12 @@
*/
package com.iluwatar.object.pool;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.atomic.AtomicInteger;import lombok.extern.slf4j.Slf4j;
/**
* Oliphaunts are expensive to create.
*/
@Slf4j
public class Oliphaunt {
private static final AtomicInteger counter = new AtomicInteger(0);
@@ -43,7 +44,7 @@ public class Oliphaunt {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
LOGGER.error("Error occurred: ", e);
}
}