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In [[computer programming]], an '''object pool''' is a set of initialised [[Object (computer science)|objects]] that are kept ready to use, rather than allocated and destroyed 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 with an object, it returns it to the pool, rather than destroying it. It is a specific type of [[factory object]].
Object pooling can offer a significant performance boost; it is most effective in situations where the cost of initializing a class instance is high, the rate of instantiation of a class is high, and the number of instantiations in use at any one time
== Handling of empty pools ==
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When writing an object pool, the programmer has to be careful to make sure the state of the objects returned to the pool is reset back to a sensible state for the next use of the object. Often if this is not observed, the object will be in some state that was unexpected by the client program and that will cause the client program to fail. Usually, the pool is responsible for resetting the objects, not the clients. Object pools full of objects with dangerously stale state are sometimes called object [[cesspit|cesspools]]
The presence of stale state is not always an issue; it becomes dangerous when the presence of stale state causes the object to behave differently. For example, an object that represents authentication details may break if the "successfully authenticated" flag is not reset before it is passed out, since it will indicate that a user is correctly authenticated (possibly as someone else) when they haven't yet attempted to authenticate. However, it will work just fine if you fail to reset the identity of the last authentication server used, since this is
Inadequate resetting of objects may also
[[Category:Optimizations]]
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