* Changed database implementation. Removed static objects. * Fix Logs * Fix 40 errors from checkstyle plugin run. 139 left)) * Fix CacheStore errors from checkstyle plugin 107 left * Fix last errors in checkstyle. * Fix sonar issues * Fix issues in VALIDATE phase * Fix Bug with mongo connection. Used "Try with resources" * Add test * Added docker-compose for mongo db. MongoDb db work fixed. * Provided missing tests * Comments to start Application with mongo. * Fix some broken links * Remove extra space * Update filename * Fix some links in localization folders * Fix link * Update frontmatters * Work on patterns index page * Work on index page * Fixes according PR comments. Mainly Readme edits. * fix frontmatter * add missing png * Update pattern index.md * Add index.md for Chinese translation * update image paths * update circuit breaker image paths * Update image paths for localizations * add generated puml * Add missing image * Update img file extensions * Update the rest of the EN and ZH patterns to conform with the new website Co-authored-by: Victor Zalevskii <zvictormail@gmail.com>
title, category, language, tags
| title | category | language | tags | ||
|---|---|---|---|---|---|
| Object Pool | Creational | en |
|
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.
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.
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.
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
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).
