// Copyright 2006 The Closure Library Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (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.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS-IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. /** * @fileoverview Datastructure: Pool. * * * A generic class for handling pools of objects. * When an object is released, it is attempted to be reused. */ goog.provide('goog.structs.Pool'); goog.require('goog.Disposable'); goog.require('goog.structs.Queue'); goog.require('goog.structs.Set'); /** * A generic pool class. If min is greater than max, an error is thrown. * @param {number=} opt_minCount Min. number of objects (Default: 1). * @param {number=} opt_maxCount Max. number of objects (Default: 10). * @constructor * @extends {goog.Disposable} */ goog.structs.Pool = function(opt_minCount, opt_maxCount) { goog.Disposable.call(this); /** * Minimum number of objects allowed * @type {number} * @private */ this.minCount_ = opt_minCount || 0; /** * Maximum number of objects allowed * @type {number} * @private */ this.maxCount_ = opt_maxCount || 10; // Make sure that the max and min constraints are valid. if (this.minCount_ > this.maxCount_) { throw Error(goog.structs.Pool.ERROR_MIN_MAX_); } /** * Set used to store objects that are currently in the pool and available * to be used. * @type {goog.structs.Queue} * @private */ this.freeQueue_ = new goog.structs.Queue(); /** * Set used to store objects that are currently in the pool and in use. * @type {goog.structs.Set} * @private */ this.inUseSet_ = new goog.structs.Set(); /** * The minimum delay between objects being made available, in milliseconds. If * this is 0, no minimum delay is enforced. * @type {number} * @protected */ this.delay = 0; /** * The time of the last object being made available, in milliseconds since the * epoch (i.e., the result of Date#toTime). If this is null, no access has * occurred yet. * @type {number?} * @protected */ this.lastAccess = null; // Make sure that the minCount constraint is satisfied. this.adjustForMinMax(); // TODO(user): Remove once JSCompiler's undefined properties warnings // don't error for guarded properties. var magicProps = {canBeReused: 0}; }; goog.inherits(goog.structs.Pool, goog.Disposable); /** * Error to throw when the max/min constraint is attempted to be invalidated. * I.e., when it is attempted for maxCount to be less than minCount. * @type {string} * @private */ goog.structs.Pool.ERROR_MIN_MAX_ = '[goog.structs.Pool] Min can not be greater than max'; /** * Error to throw when the Pool is attempted to be disposed and it is asked to * make sure that there are no objects that are in use (i.e., haven't been * released). * @type {string} * @private */ goog.structs.Pool.ERROR_DISPOSE_UNRELEASED_OBJS_ = '[goog.structs.Pool] Objects not released'; /** * Sets the minimum count of the pool. * If min is greater than the max count of the pool, an error is thrown. * @param {number} min The minimum count of the pool. */ goog.structs.Pool.prototype.setMinimumCount = function(min) { // Check count constraints. if (min > this.maxCount_) { throw Error(goog.structs.Pool.ERROR_MIN_MAX_); } this.minCount_ = min; // Adjust the objects in the pool as needed. this.adjustForMinMax(); }; /** * Sets the maximum count of the pool. * If max is less than the max count of the pool, an error is thrown. * @param {number} max The maximium count of the pool. */ goog.structs.Pool.prototype.setMaximumCount = function(max) { // Check count constraints. if (max < this.minCount_) { throw Error(goog.structs.Pool.ERROR_MIN_MAX_); } this.maxCount_ = max; // Adjust the objects in the pool as needed. this.adjustForMinMax(); }; /** * Sets the minimum delay between objects being returned by getObject, in * milliseconds. This defaults to zero, meaning that no minimum delay is * enforced and objects may be used as soon as they're available. * @param {number} delay The minimum delay, in milliseconds. */ goog.structs.Pool.prototype.setDelay = function(delay) { this.delay = delay; }; /** * @return {Object|undefined} A new object from the pool if there is one * available, otherwise undefined. */ goog.structs.Pool.prototype.getObject = function() { var time = goog.now(); if (goog.isDefAndNotNull(this.lastAccess) && time - this.lastAccess < this.delay) { return undefined; } var obj = this.removeFreeObject_(); if (obj) { this.lastAccess = time; this.inUseSet_.add(obj); } return obj; }; /** * Returns an object to the pool of available objects so that it can be reused. * @param {Object} obj The object to return to the pool of free objects. * @return {boolean} Whether the object was found in the Pool's set of in-use * objects (in other words, whether any action was taken). */ goog.structs.Pool.prototype.releaseObject = function(obj) { if (this.inUseSet_.remove(obj)) { this.addFreeObject(obj); return true; } return false; }; /** * Removes a free object from the collection of objects that are free so that it * can be used. * * NOTE: This method does not mark the returned object as in use. * * @return {Object|undefined} The object removed from the free collection, if * there is one available. Otherwise, undefined. * @private */ goog.structs.Pool.prototype.removeFreeObject_ = function() { var obj; while (this.getFreeCount() > 0) { obj = /** @type {Object} */(this.freeQueue_.dequeue()); if (!this.objectCanBeReused(obj)) { this.adjustForMinMax(); } else { break; } } if (!obj && this.getCount() < this.maxCount_) { obj = this.createObject(); } return obj; }; /** * Adds an object to the collection of objects that are free. If the object can * not be added, then it is disposed. * * @param {Object} obj The object to add to collection of free objects. */ goog.structs.Pool.prototype.addFreeObject = function(obj) { this.inUseSet_.remove(obj); if (this.objectCanBeReused(obj) && this.getCount() < this.maxCount_) { this.freeQueue_.enqueue(obj); } else { this.disposeObject(obj); } }; /** * Adjusts the objects held in the pool to be within the min/max constraints. * * NOTE: It is possible that the number of objects in the pool will still be * greater than the maximum count of objects allowed. This will be the case * if no more free objects can be disposed of to get below the minimum count * (i.e., all objects are in use). */ goog.structs.Pool.prototype.adjustForMinMax = function() { var freeQueue = this.freeQueue_; // Make sure the at least the minimum number of objects are created. while (this.getCount() < this.minCount_) { freeQueue.enqueue(this.createObject()); } // Make sure no more than the maximum number of objects are created. while (this.getCount() > this.maxCount_ && this.getFreeCount() > 0) { this.disposeObject(/** @type {Object} */(freeQueue.dequeue())); } }; /** * Should be overriden by sub-classes to return an instance of the object type * that is expected in the pool. * @return {Object} The created object. */ goog.structs.Pool.prototype.createObject = function() { return {}; }; /** * Should be overriden to dispose of an object. Default implementation is to * remove all its members, which should render it useless. Calls the object's * {@code dispose()} method, if available. * @param {Object} obj The object to dispose. */ goog.structs.Pool.prototype.disposeObject = function(obj) { if (typeof obj.dispose == 'function') { obj.dispose(); } else { for (var i in obj) { obj[i] = null; } } }; /** * Should be overriden to determine whether an object has become unusable and * should not be returned by getObject(). Calls the object's * {@code canBeReused()} method, if available. * @param {Object} obj The object to test. * @return {boolean} Whether the object can be reused. */ goog.structs.Pool.prototype.objectCanBeReused = function(obj) { if (typeof obj.canBeReused == 'function') { return obj.canBeReused(); } return true; }; /** * Returns true if the given object is in the pool. * @param {Object} obj The object to check the pool for. * @return {boolean} Whether the pool contains the object. */ goog.structs.Pool.prototype.contains = function(obj) { return this.freeQueue_.contains(obj) || this.inUseSet_.contains(obj); }; /** * Returns the number of objects currently in the pool. * @return {number} Number of objects currently in the pool. */ goog.structs.Pool.prototype.getCount = function() { return this.freeQueue_.getCount() + this.inUseSet_.getCount(); }; /** * Returns the number of objects currently in use in the pool. * @return {number} Number of objects currently in use in the pool. */ goog.structs.Pool.prototype.getInUseCount = function() { return this.inUseSet_.getCount(); }; /** * Returns the number of objects currently free in the pool. * @return {number} Number of objects currently free in the pool. */ goog.structs.Pool.prototype.getFreeCount = function() { return this.freeQueue_.getCount(); }; /** * Determines if the pool contains no objects. * @return {boolean} Whether the pool contains no objects. */ goog.structs.Pool.prototype.isEmpty = function() { return this.freeQueue_.isEmpty() && this.inUseSet_.isEmpty(); }; /** * Disposes of the pool and all objects currently held in the pool. * @override * @protected */ goog.structs.Pool.prototype.disposeInternal = function() { goog.structs.Pool.superClass_.disposeInternal.call(this); if (this.getInUseCount() > 0) { throw Error(goog.structs.Pool.ERROR_DISPOSE_UNRELEASED_OBJS_); } delete this.inUseSet_; // Call disposeObject on each object held by the pool. var freeQueue = this.freeQueue_; while (!freeQueue.isEmpty()) { this.disposeObject(/** @type {Object} */ (freeQueue.dequeue())); } delete this.freeQueue_; };