Object Pool Pattern
The object pool creational design pattern is used to prepare and keep multiple instances according to the demand expectation.
As and when needed, a client can request an object from the pool, use it, and return it to the pool. The object in the pool is never destroyed.
Refer to https://swsmile.info/post/design-pattern-flyweight-pattern/#%E4%BA%AB%E5%85%83%E6%A8%A1%E5%BC%8F%E7%9A%84%E5%B9%BF%E6%B3%9B%E4%BD%BF%E7%94%A8 for Flyweight pattern.
When to Use
- When the cost to create the object of the class is high and the number of such objects that will be needed at a particular time is not much.
-Let’s take the example of DB connections. Each of the connection object creation is cost is high as there is network calls involved and also at a time not more than a certain connection might be needed. The object pool design pattern is perfectly suitable for such cases.
- When the pool object is the immutable object
-Again take the example of DB connection again. A DB connection is an immutable object. Almost none of its property needs to be changed
- For performance reasons. It will boost the application performance significantly since the pool is already created
Demo
Demo 1
package pool
type Pool chan *Object
func New(total int) *Pool {
p := make(Pool, total)
for i := 0; i < total; i++ {
p <- new(Object)
}
return &p
}
Usage
Given below is a simple lifecycle example on an object pool.
p := pool.New(2)
select {
case obj := <-p:
obj.Do( /*...*/ )
p <- obj
default:
// No more objects left — retry later or fail
return
}
Demo 2 - DB Connection Pool
package main
import (
"fmt"
"log"
"strconv"
"sync"
)
type iPoolObject interface {
getID() string //This is any id which can be used to compare two different pool objects
}
type pool struct {
idle []iPoolObject
active []iPoolObject
capacity int
mulock *sync.Mutex
}
//InitPool Initialize the pool
func initPool(poolObjects []iPoolObject) (*pool, error) {
if len(poolObjects) == 0 {
return nil, fmt.Errorf("Cannot craete a pool of 0 length")
}
active := make([]iPoolObject, 0)
pool := &pool{
idle: poolObjects,
active: active,
capacity: len(poolObjects),
mulock: new(sync.Mutex),
}
return pool, nil
}
func (p *pool) loan() (iPoolObject, error) {
p.mulock.Lock()
defer p.mulock.Unlock()
if len(p.idle) == 0 {
return nil, fmt.Errorf("No pool object free. Please request after sometime")
}
obj := p.idle[0]
p.idle = p.idle[1:]
p.active = append(p.active, obj)
fmt.Printf("Loan Pool Object with ID: %s\n", obj.getID())
return obj, nil
}
func (p *pool) receive(target iPoolObject) error {
p.mulock.Lock()
defer p.mulock.Unlock()
err := p.remove(target)
if err != nil {
return err
}
p.idle = append(p.idle, target)
fmt.Printf("Return Pool Object with ID: %s\n", target.getID())
return nil
}
func (p *pool) remove(target iPoolObject) error {
currentActiveLength := len(p.active)
for i, obj := range p.active {
if obj.getID() == target.getID() {
p.active[currentActiveLength-1], p.active[i] = p.active[i], p.active[currentActiveLength-1]
p.active = p.active[:currentActiveLength-1]
return nil
}
}
return fmt.Errorf("Targe pool object doesn't belong to the pool")
}
type connection struct {
id string
}
func (c *connection) getID() string {
return c.id
}
func main() {
connections := make([]iPoolObject, 0)
for i := 0; i < 3; i++ {
c := &connection{id: strconv.Itoa(i)}
connections = append(connections, c)
}
pool, err := initPool(connections)
if err != nil {
log.Fatalf("Init Pool Error: %s", err)
}
conn1, err := pool.loan()
if err != nil {
log.Fatalf("Pool Loan Error: %s", err)
}
conn2, err := pool.loan()
if err != nil {
log.Fatalf("Pool Loan Error: %s", err)
}
pool.receive(conn1)
pool.receive(conn2)
}
Output:
Loan Pool Object with ID: 0
Loan Pool Object with ID: 1
Return Pool Object with ID: 0
Return Pool Object with ID: 1
Rules of Thumb
- Object pool pattern is useful in cases where object initialization is more expensive than the object maintenance.
- If there are spikes in demand as opposed to a steady demand, the maintenance overhead might overweigh the benefits of an object pool.
- It has positive effects on performance due to objects being initialized beforehand.
Reference
- http://tmrts.com/go-patterns/creational/object-pool.html
- https://golangbyexample.com/golang-object-pool/