//******************************************************************************************************
// ReusableObjectPool.cs - Gbtc
//
// Copyright © 2010, Grid Protection Alliance. All Rights Reserved.
//
// Licensed to the Grid Protection Alliance (GPA) under one or more contributor license agreements. See
// the NOTICE file distributed with this work for additional information regarding copyright ownership.
// The GPA licenses this file to you under the Eclipse Public License -v 1.0 (the "License"); you may
// not use this file except in compliance with the License. You may obtain a copy of the License at:
//
// http://www.opensource.org/licenses/eclipse-1.0.php
//
// Unless agreed to in writing, the subject software distributed under the License is distributed on an
// "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. Refer to the
// License for the specific language governing permissions and limitations.
//
// Code Modification History:
// ----------------------------------------------------------------------------------------------------
// 11/23/2011 - J. Ritchie Carroll
// Generated original version of source code.
// 10/8/2012 - Danyelle Gilliam
// Modified Header
//
//******************************************************************************************************
#region [ Contributor License Agreements ]
//******************************************************************************************************
//
// Copyright © 2011, Grid Protection Alliance. All Rights Reserved.
//
// The GPA licenses this file to you under the Eclipse Public License -v 1.0 (the "License"); you may
// not use this file except in compliance with the License. You may obtain a copy of the License at:
//
// http://www.opensource.org/licenses/eclipse-1.0.php
//
// Unless agreed to in writing, the subject software distributed under the License is distributed on an
// "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. Refer to the
// License for the specific language governing permissions and limitations.
//
//******************************************************************************************************
#endregion
using System;
using System.Collections.Concurrent;
namespace GSF
{
///
/// Represents a reusable object pool that can be used by an application.
///
///
///
/// Object pooling can offer a significant performance boost in some scenarios. It is most effective when the cost
/// of construction is high and/or the rate of instantiation is high.
///
///
/// This object pool is statically created at application startup, one per type, and is available for all components
/// and classes within an application domain. Every time you need to use an object, you take one from the pool, use
/// it, then return it to the pool when done. This process can be much faster than creating a new object every time
/// you need to use one.
///
///
/// When objects implement , the will automatically
/// attach to the event and return the object to the pool when it's disposed.
/// When an object is taken from the pool, the method will be called to
/// reinstantiate any need member variables. If class tracks a disposed flag, it should be reset during call to the
/// method so that class will be "un-disposed". Also, typical dispose
/// implementations call in the method, as such the
/// should be called during method to
/// make sure class will be disposed by finalizer in case method is never called.
///
/// Here is an example class that implements such that it will be automatically returned
/// to the pool when the class is disposed and automatically initialized when taken from the pool:
///
/// /// <summary>
/// /// Class that shows example implementation of reusable <see cref="ISupportLifecycle"/>.
/// /// </summary>
/// public class ReusableClass : ISupportLifecycle
/// {
/// #region [ Members ]
///
/// // Events
///
/// /// <summary>
/// /// Occurs when the <see cref="ReusableClass"/> is disposed.
/// /// </summary>
/// public event EventHandler Disposed;
///
/// // Fields
/// private System.Timers.Timer m_timer; // Example member variable that needs initialization and disposal
/// private bool m_enabled;
/// private bool m_disposed;
///
/// #endregion
///
/// #region [ Constructors ]
///
/// /// <summary>
/// /// Releases the unmanaged resources before the <see cref="ReusableClass"/> object is reclaimed by <see cref="GC"/>.
/// /// </summary>
/// ~ReusableClass()
/// {
/// Dispose(false);
/// }
///
/// #endregion
///
/// #region [ Properties ]
///
/// /// <summary>
/// /// Gets or sets a boolean value that indicates whether the <see cref="ReusableClass"/> object is currently enabled.
/// /// </summary>
/// public bool Enabled
/// {
/// get
/// {
/// return m_enabled;
/// }
/// set
/// {
/// m_enabled = value;
///
/// if (m_timer != null)
/// m_timer.Enabled = m_enabled;
/// }
/// }
///
/// #endregion
///
/// #region [ Methods ]
///
/// /// <summary>
/// /// Initializes the <see cref="ReusableClass"/> object.
/// /// </summary>
/// public void Initialize()
/// {
/// // Undispose class instance if it is being reused
/// if (m_disposed)
/// {
/// m_disposed = false;
/// GC.ReRegisterForFinalize(this);
/// }
///
/// m_enabled = true;
///
/// // Initialize member variables
/// if (m_timer == null)
/// {
/// m_timer = new System.Timers.Timer(2000.0D);
/// m_timer.Elapsed += m_timer_Elapsed;
/// m_timer.Enabled = m_enabled;
/// }
/// }
///
/// /// <summary>
/// /// Releases all the resources used by the <see cref="ReusableClass"/> object.
/// /// </summary>
/// public void Dispose()
/// {
/// Dispose(true);
/// GC.SuppressFinalize(this);
/// }
///
/// /// <summary>
/// /// Releases the unmanaged resources used by the <see cref="ReusableClass"/> object and optionally releases the managed resources.
/// /// </summary>
/// /// <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
/// protected virtual void Dispose(bool disposing)
/// {
/// if (!m_disposed)
/// {
/// try
/// {
/// if (disposing)
/// {
/// // Dispose member variables
/// if (m_timer != null)
/// {
/// m_timer.Elapsed -= m_timer_Elapsed;
/// m_timer.Dispose();
/// }
/// m_timer = null;
///
/// m_enabled = false;
/// }
/// }
/// finally
/// {
/// m_disposed = true;
///
/// if (Disposed != null)
/// Disposed(this, EventArgs.Empty);
/// }
/// }
/// }
///
/// // Handle timer event
/// private void m_timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
/// {
/// // Do work here...
/// }
///
/// #endregion
/// }
///
///
///
///
/// If the pool objects do not implement you can still use the object pool, but it
/// will be very imporant to return the object to the pool when you are finished using it. If you are using an object
/// scoped within a method, make sure to use a try/finally so that you can take the object within the try and return
/// the object within the finally. If you are using an object as a member scoped class field, make sure you use the
/// standard dispose pattern and return the object during the method call. In this
/// mode you will also need to manually initialze your object after you get it from the pool to reset its state.
///
///
/// Type of object to pool.
public class ReusableObjectPool where T : class, new()
{
private ConcurrentQueue m_objectPool = new ConcurrentQueue();
///
/// Gets an object from the pool, or creates a new one if no pool items are available.
///
/// An available object from the pool, or a new one if no pool items are available.
///
/// If type of implements , the pool will attach
/// to the item's event such that the object can be automatically
/// restored to the pool upon . It will be up to class implementors to
/// make sure makes the class ready for use as this method will
/// always be called for an object being taken from the pool.
///
public T TakeObject()
{
T item;
bool newItem = false;
// Attempt to provide user with a queued item
if (!m_objectPool.TryDequeue(out item))
{
// No items are available, create a new item for the object pool
item = FastObjectFactory.CreateObjectFunction();
newItem = true;
}
// Automatically handle class life cycle if item implements support for this
ISupportLifecycle lifecycleItem = item as ISupportLifecycle;
if (lifecycleItem != null)
{
// Attach to dispose event so item can be automatically returned to the pool
if (newItem)
lifecycleItem.Disposed += LifecycleItem_Disposed;
// Initialize or reinitialize (i.e., un-dispose) the item
lifecycleItem.Initialize();
}
return item;
}
///
/// Returns object to the pool.
///
/// Reference to the object being returned.
///
/// If type of implements , the pool will automatically
/// return the item to the pool when the event is raised, usually when
/// the object's method is called.
///
public void ReturnObject(T item)
{
if (item != null)
m_objectPool.Enqueue(item);
}
///
/// Releases all the objects currently cached in the pool.
///
public void Clear()
{
T item;
while (!m_objectPool.IsEmpty)
{
m_objectPool.TryDequeue(out item);
}
}
///
/// Allocates the pool to the desired .
///
/// Desired pool size.
/// Pool must at least be one.
public void SetPoolSize(int size)
{
if (size < 1)
throw new ArgumentOutOfRangeException("size", "pool size must at least be one");
for (int i = 0; i < size - m_objectPool.Count; i++)
{
T item = FastObjectFactory.CreateObjectFunction();
// Automatically handle life cycle if item implements support for this
ISupportLifecycle lifecycleItem = item as ISupportLifecycle;
// Attach to dispose event so item can be automatically returned to the pool
if (lifecycleItem != null)
lifecycleItem.Disposed += LifecycleItem_Disposed;
m_objectPool.Enqueue(item);
}
}
///
/// Gets the number of items currently contained in the pool.
///
/// The size of the pool.
public int GetPoolSize()
{
return m_objectPool.Count;
}
// Handler to automatically to return items to the queue
private void LifecycleItem_Disposed(object sender, EventArgs e)
{
ReturnObject(sender as T);
}
///
/// Default static instance which can be shared throughout the application.
///
public static readonly ReusableObjectPool Default = new ReusableObjectPool();
}
///
/// Represents a reusable object pool that can be used by an application.
///
///
///
/// See for more details on using object pooling.
///
///
/// should be used when you only have the of an object available (such as when you are
/// using reflection), otherwise you should use the generic .
///
///
public class ReusableObjectPool
{
private static ConcurrentDictionary> s_objectPools = new ConcurrentDictionary>();
///
/// Gets an object from the pool, or creates a new one if no pool items are available.
///
/// Type of object to get from pool.
/// An available object from the pool, or a new one if no pool items are available.
/// does not support parameterless public constructor.
///
/// If implements , the pool will attach
/// to the item's event such that the object can be automatically
/// restored to the pool upon . It will be up to class implementors to
/// make sure makes the class ready for use as this method will
/// always be called for an object being taken from the pool.
///
public static object TakeObject(Type type)
{
return TakeObject