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{{Short description|Software creational design pattern}}
{{for|the article about a general pool|Pool (computer science)}}
The '''object pool pattern''' is a software [[creational pattern|creational design pattern]] that uses a set of initialized [[Object (computer science)|objects]] kept ready to use – a "[[Pool (computer science)|pool]]" – rather than allocating and destroying them on demand. A client of the pool will request an object from the pool and perform operations on the returned object. When the client has finished, it returns the object to the pool rather than [[object destruction|destroying it]]; this can be done manually or automatically.
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== Description ==
When it is necessary to work with
The object pool design pattern creates a set of objects that may be reused. When a new object is needed, it is requested from the pool. If a previously prepared object is available, it is returned immediately, avoiding the instantiation cost. If no objects are present in the pool, a new item is created and returned. When the object has been used and is no longer needed, it is returned to the pool, allowing it to be used again in the future without repeating the computationally expensive instantiation process. It is important to note that once an object has been used and returned, existing references will become invalid.
In some object pools the resources are limited, so a maximum number of objects is specified. If this number is reached and a new item is requested, an exception may be thrown, or the thread will be blocked until an object is released back into the pool.
The object pool design pattern is used in several places in the standard classes of the .NET Framework. One example is the .NET Framework Data Provider for SQL Server. As SQL Server database connections can be slow to create, a pool of connections is maintained. Closing a connection does not actually relinquish the link to SQL Server. Instead, the connection is held in a pool, from which it can be retrieved when requesting a new connection. This substantially increases the speed of making connections.
== Benefits ==
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The pooled object is obtained in predictable time when creation of the new objects (especially over network) may take variable time. These benefits are mostly true for objects that are expensive with respect to time, such as database connections, socket connections, threads and large graphic objects like fonts or bitmaps.
In other situations, simple object pooling (that hold no external resources, but only occupy memory) may not be efficient and could decrease performance.<ref name="urban">{{cite web|last1=Goetz|first1=Brian|date=2005-09-27|title=Java theory and practice: Urban performance legends, revisited|url=http://www.ibm.com/developerworks/java/library/j-jtp09275/index.html|url-status=dead|archive-url=https://web.archive.org/web/20120214195433/http://www.ibm.com/developerworks/java/library/j-jtp09275/index.html|archive-date=2012-02-14|access-date=2021-03-15|website=[[IBM]]|publisher=IBM developerWorks}}</ref> In case of simple memory pooling, the [[slab allocation]] memory management technique is more suited, as the only goal is to minimize the cost of memory allocation and deallocation by reducing fragmentation.
== Implementation ==
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== Pitfalls ==
Inadequate resetting of objects
If the pool is used by multiple threads, it may need the means to prevent parallel threads from
== Criticism ==
Some publications do not recommend using object pooling with certain languages, such as [[Java (programming language)|Java]], especially for objects that only use memory and hold no external resources
== Examples ==
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The following shows the basic code of the object pool design pattern implemented using C#. For brevity the properties of the classes are declared using C# 3.0 automatically implemented property syntax. These could be replaced with full property definitions for earlier versions of the language. Pool is shown as a static class, as it's unusual for multiple pools to be required. However, it's equally acceptable to use instance classes for object pools.
<syntaxhighlight lang="csharp">
namespace DesignPattern.Objectpool
{
▲ // The PooledObject class is the type that is expensive or slow to instantiate,
▲ // or that has limited availability, so is to be held in the object pool.
public
{▼
▲ private DateTime _createdAt = DateTime.Now;
}
// The Pool class controls access to the pooled objects. It maintains a list of available objects and a
{▼
// collection of objects
get { return _createdAt; }▼
}▼
{
▲ public string TempData { get; set; }
}▼
public static PooledObject GetObject()
▲ // requested from the pool and are still in use. The pool also ensures that objects that have been released
▲ // are returned to a suitable state, ready for the next time they are requested.
▲ public static class Pool
{
▲ private static List<PooledObject> _inUse = new List<PooledObject>();
▲ public static PooledObject GetObject()
{
{
return
_available.RemoveAt(0);▼
return po;▼
▲ PooledObject po = new PooledObject();
}
public static void ReleaseObject(PooledObject po)▼
CleanUp(po);▼
{
_inUse.
}
}
private static void CleanUp(PooledObject po)▼
▲ {
{
}
▲ }
po.TempData = null;
}
}
</syntaxhighlight>
In the code above, the PooledObject has properties for the time it was created, and another, that can be modified by the client, that is reset when the PooledObject is released back to the pool. Shown is the clean-up process, on release of an object, ensuring it is in a valid state before it can be requested from the pool again.
=== Java ===
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public void setTemp3(String temp3) {
this.temp3 = temp3;
}
} </syntaxhighlight><syntaxhighlight lang="java">
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push(inUse, po, now);
return po;
private synchronized static void push(HashMap<PooledObject, Long> map,
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== See also ==
{{Portal|Computer programming}}
* [[Connection pool]]
* [[Free list]]
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[[Category:Software optimization]]
[[Category:Articles with example C Sharp code]]
[[Category:Articles with example Java code]]
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