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Designing an Object Pool Using Resurrection
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Here s a great scenario that really shows the value of resurrection. Let s say that you want to create a pool of Expensive objects. These objects are expensive because they take a lot of time to construct. For performance reasons, the application is going to construct a bunch of Expensive objects during startup and then reuse them over and over again during the lifetime of the application. The code to manage a pool of Expensive objects would look like this:
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using System; using System.Collections; // Instances of this class are expensive to construct. class Expensive { // This static ArrayList contains references // to the objects available in the pool. static Stack pool = new Stack();
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// This static method returns an object from the pool. public static Expensive GetObjectFromPool() { // Get a reference to an object in the pool, and
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// remove the object from the pool. return (Expensive) pool.Pop(); }
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// This static method is called when the application shuts down, // to kill the pool of objects. public static void ShutdownThePool() { // This will stop finalized objects from // adding themselves back into the pool. pool = null; }
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// This constructor creates an object and adds it to the pool. public Expensive() { // It takes a long time to construct this object. : // After the object is constructed, it adds itself to the pool. pool.Push(this); } // Finalize is called when the application no longer needs this object. ~Expensive() { // If the application isn t shutting down, // add the object back into the pool. if (pool != null) { // Call ReRegisterForFinalize so that the object will // get added back to the pool after subsequent uses. GC.ReRegisterForFinalize(this); // Add the object back into the pool. pool.Push(this); } } class App { static void Main() { // Populate the pool with a bunch of Expensive objects. for (Int32 i = 0; i < 10; i++) new Expensive(); : // When you need an object, grab one out of the pool. Expensive e = Expensive.GetObjectFromPool(); // The application can now use e. : // To shut down the application cleanly, shut down the pool. Expensive.ShutdownThePool(); } }
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The Expensive type has a private static System.Collections.Stack object, which is used to manage the available objects in the pool. In Main, a loop constructs 10 Expensive objects. As each one is constructed, it adds itself to the pool. Expensive s static pool field is a root and refers to the set of Expensive objects none of which can be collected.
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When the application needs to work with an object, it calls Expensive s static GetObjectFromPool method. This method returns a reference to an object in the pool and removes the reference from the Stack. The application can now use the object. At some point in the future, the application will no longer hold a reference to the object and a garbage collection will occur, causing the Expensive object to be finalized. When the object s Finalize method is called, it adds the reference to the object back into the pool, resurrecting the object and preventing the garbage collector from reclaiming the object s memory. In addition, the Finalize method calls GC s ReRegisterForFinalize method, passing it a reference to the object. At some point in the future, this object will be given to the application again. Sometime later, the application will give up its reference to the object and the garbage collector will collect it again. Because ReRegisterForFinalize was called, the Finalize method will again execute and add the object back into the pool so that it can be used again. Just before Main exits, it calls Expensive s static ShutdownThePool method, which sets the pool field to null. When the application shuts down, the CLR calls the Finalize methods for all the objects remaining in the heap. When these objects are finalized, you don t want to call ReRegisterForFinalize because doing so would create an infinite loop (that the CLR would forcibly terminate after 40 seconds). So when the application is shutting down, Expensive s Finalize method checks the pool field. If this field is null, the objects aren t reregistered for finalization and they re not added back into the pool they are allowed to die and have their memory reclaimed. As you can see, resurrection offers a very easy and efficient way to implement object pooling.
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