C# Object Pooling Pattern Implementation
Introduction
Object pooling is a technique used to optimize performance by reusing expensive or frequently allocated objects instead of creating and destroying them frequently. In this C# implementation, we explore how to create a robust and thread-safe object pool with customizable settings.
Implementation
Resource Loading Strategy
The object pool supports both eager loading (creating all objects upfront) and lazy loading (creating objects only when needed). A LoadingMode enumeration defines these options.
Access Strategy
The access pattern determines how objects are selected from the pool. The implementation includes three options:
These options are specified through the AccessMode enumeration.
Class Structure
The Pool
For lazy loading, two modes are provided:
Usage
To use the object pool, create a Pool
Pooled Object Proxy
To simplify usage and avoid direct access to the Pool class, a PooledFoo class is introduced. It proxies the IFoo interface and automatically releases the underlying Foo object to the pool when disposed.
Multithreading and Isolation
The Semaphore class is used to ensure thread-safe access to the inner item store, preventing multiple threads from acquiring or releasing the same object simultaneously.
Additional Features
The pool can be preloaded with a specified number of objects during initialization. It also provides a IsDisposed property to determine if the pool is no longer active, in which case it cleans up all remaining pooled objects.
Example Usage
// Create the object pool Pool<IFoo> pool = new Pool<IFoo>( PoolSize, p => new PooledFoo(p), LoadingMode.Lazy, AccessMode.Circular ); // Acquire an object from the pool using (IFoo foo = pool.Acquire()) { // Use the object }
Conclusion
This implementation provides a flexible and thread-safe object pooling pattern that can be customized to suit various application requirements. By reusing objects, you can improve performance and reduce resource consumption, especially for frequently allocated or expensive objects.
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