1 | // Licensed to the .NET Foundation under one or more agreements.
|
---|
2 | // The .NET Foundation licenses this file to you under the MIT license.
|
---|
3 | // See the LICENSE file in the project root for more information.
|
---|
4 |
|
---|
5 | using System;
|
---|
6 |
|
---|
7 | namespace HeuristicLab.Problems.ProgramSynthesis.Push.Data.Pool {
|
---|
8 | using System.Threading;
|
---|
9 |
|
---|
10 | /// <summary>
|
---|
11 | /// Generic implementation of object pooling pattern with predefined pool size limit. The main
|
---|
12 | /// purpose is that limited number of frequently used objects can be kept in the pool for
|
---|
13 | /// further recycling.
|
---|
14 | ///
|
---|
15 | /// Notes:
|
---|
16 | /// 1) it is not the goal to keep all returned objects. Pool is not meant for storage. If there
|
---|
17 | /// is no space in the pool, extra returned objects will be dropped.
|
---|
18 | ///
|
---|
19 | /// 2) it is implied that if object was obtained from a pool, the caller will return it back in
|
---|
20 | /// a relatively short time. Keeping checked out objects for long durations is ok, but
|
---|
21 | /// reduces usefulness of pooling. Just new up your own.
|
---|
22 | ///
|
---|
23 | /// Not returning objects to the pool in not detrimental to the pool's work, but is a bad practice.
|
---|
24 | /// Rationale:
|
---|
25 | /// If there is no intent for reusing the object, do not use pool - just use "new".
|
---|
26 | /// </summary>
|
---|
27 | public sealed class ObjectPool<T> where T : class {
|
---|
28 | private struct Element {
|
---|
29 | internal T Value;
|
---|
30 | }
|
---|
31 |
|
---|
32 | // storage for the pool objects.
|
---|
33 | private readonly Element[] _items;
|
---|
34 |
|
---|
35 | // factory is stored for the lifetime of the pool. We will call this only when pool needs to
|
---|
36 | // expand. compared to "new T()", Func gives more flexibility to implementers and faster
|
---|
37 | // than "new T()".
|
---|
38 | private readonly Func<T> _factory;
|
---|
39 |
|
---|
40 |
|
---|
41 | public ObjectPool(Func<T> factory)
|
---|
42 | : this(factory, Environment.ProcessorCount * 2) { }
|
---|
43 |
|
---|
44 | public ObjectPool(Func<T> factory, int size) {
|
---|
45 | _factory = factory;
|
---|
46 | _items = new Element[size];
|
---|
47 | }
|
---|
48 |
|
---|
49 | private T CreateInstance() {
|
---|
50 | var inst = _factory();
|
---|
51 | return inst;
|
---|
52 | }
|
---|
53 |
|
---|
54 | /// <summary>
|
---|
55 | /// Produces an instance.
|
---|
56 | /// </summary>
|
---|
57 | /// <remarks>
|
---|
58 | /// Search strategy is a simple linear probing which is chosen for it cache-friendliness.
|
---|
59 | /// Note that Free will try to store recycled objects close to the start thus statistically
|
---|
60 | /// reducing how far we will typically search.
|
---|
61 | /// </remarks>
|
---|
62 | public T Allocate() {
|
---|
63 | var items = _items;
|
---|
64 | T inst;
|
---|
65 |
|
---|
66 | for (int i = 0; i < items.Length; i++) {
|
---|
67 | // Note that the read is optimistically not synchronized. That is intentional.
|
---|
68 | // We will interlock only when we have a candidate. in a worst case we may miss some
|
---|
69 | // recently returned objects. Not a big deal.
|
---|
70 | inst = items[i].Value;
|
---|
71 | if (inst != null) {
|
---|
72 | if (inst == Interlocked.CompareExchange(ref items[i].Value, null, inst)) {
|
---|
73 | goto gotInstance;
|
---|
74 | }
|
---|
75 | }
|
---|
76 | }
|
---|
77 |
|
---|
78 | inst = CreateInstance();
|
---|
79 | gotInstance:
|
---|
80 |
|
---|
81 | return inst;
|
---|
82 | }
|
---|
83 |
|
---|
84 | /// <summary>
|
---|
85 | /// Returns objects to the pool.
|
---|
86 | /// </summary>
|
---|
87 | /// <remarks>
|
---|
88 | /// Search strategy is a simple linear probing which is chosen for it cache-friendliness.
|
---|
89 | /// Note that Free will try to store recycled objects close to the start thus statistically
|
---|
90 | /// reducing how far we will typically search in Allocate.
|
---|
91 | /// </remarks>
|
---|
92 | public void Free(T obj) {
|
---|
93 | var items = _items;
|
---|
94 | for (int i = 0; i < items.Length; i++) {
|
---|
95 | if (items[i].Value == null) {
|
---|
96 | // Intentionally not using interlocked here.
|
---|
97 | // In a worst case scenario two objects may be stored into same slot.
|
---|
98 | // It is very unlikely to happen and will only mean that one of the objects will get collected.
|
---|
99 | items[i].Value = obj;
|
---|
100 | break;
|
---|
101 | }
|
---|
102 | }
|
---|
103 | }
|
---|
104 | }
|
---|
105 | }
|
---|