转自:http://lab.polygonal.de/2008/06/18/using-object-pools/
Joa Ebert is right when he says that utilizing object pools can make your code perform a lot faster. An object pool is just a container for a bunch of pre-constructed objects that are kept in memory ready for use, rather than being repeatedly allocated and destroyed on demand.
joa说对象池能使你的代码执行的更快是正确的。一个对象池能够先将你需要使用的对象预先创建存在容器里,而不是按照需求反复的创建和销毁。
Object pooling makes sense if:
- you create dozens of short-lived objects in real-time applications like games 你需要创建很多短周期的对象在实时应用中例如游戏中
- you need to store and share temporary data throughout complex algorithms 你需要一个库或共享的临时数据在复杂算法中
- the objects are expensive to create (many fields, complex inheritance chain, nested objects) 创建要消耗很大的资源(很多的文本,复杂的继承链,嵌套过的的对象)
- the objects are expensive to remove (unregister listeners, nullify instances) 移除要消耗很大的资源(删除侦听,清空实例)
The only drawback is that memory consumption will raise, but with ridiculously low memory prices this shouldn’t be problem if used wisely ;-)
唯一的坏处就是内存消耗会增加,但在内存的消耗很低的情况下使用是还很明智的
EDIT
I have updated the class so it also accepts a factory for object construction.
Download: ObjectPool_v1.1.zip
First, we create the object pool:
var isDynamic:Boolean = true;
var size:int = 100;
var pool:ObjectPool = new ObjectPool(isDynamic);
pool.allocate(MyClass, size);
The isDynamic flag defines the behavior for an empty pool. If true, the pool automatically creates a new bunch of objects for you. If false, the class throws an Error to indicate that the pool is empty. The size value indicates the pool’s capacity – if the pool is dynamic, the pool grows by the initial size each time it becomes empty so it actually never dries up.
By calling the allocate method the pool is filled with 100 instances of MyClass. You can always reuse the pool for another Class by invoking this method again.
If you need to initialize the objects by passing arguments to it, you can do this with a little helper method called initialize:
pool.initialize("funcName", [arg0, arg1,...]);
This goes through every object and applies the function with the given arguments upon each object. This can also be done by reading each object, calling the function and putting it back:
for (var i:int = 0; i < pool.size; i++)
{
var o:MyClass = pool.object;
o.init(arg0, arg1, ...);
pool.object = o;
}
Now to get an instance of MyClass you access the pool like this:
myObjectArray[i] = pool.instance;
//instead of
myObjectArray[i] = new MyClass();
When you are done with your object, instead of throwing it into the garbage collector, you "recycle" it for the next use:
pool.instance = myObjectArray[i];
This assumes that you are storing your instances in an array or something else because if you loose the reference, well it's lost and can't be reused anymore :-) And be careful not to assign the object twice, since then your pool would contain duplicates of the same object!
That's all, pretty simple right ?
Finally, there is the purge() method, which is only interesting for pools that are dynamic. As the pool grows with the demands of the application, it can get quite big. The purge methods scans the pool and removes all allocated but currently unused objects, leaving with a compact representation.
Demo
Here is a little demo which demonstrations how the pool works internally. Actually it's very simple. Pressing the RIGHT arrow key reads an object from the pool (first row), which is then stored in the second row beneath. Pressing the LEFT arrow key gives the object back to the pool. Pressing the ENTER key performs a purge() operation. The purple circle points to the node where the next object is read, the blue circle to an empty node where the insertion is performed.
Performance
Benchmarking revealed that it's always faster to cache instances, even for the generic Object class. All benchmarks were done with the release player 9.0.124 on Vista, an object pool size of 100 and with 100 iterations each to get an average value.
The purple bar indicates the time needed to access the pool:
for (var i:int = 0; i < k; i++) instances[i] = p.instance;
The blue bar measures the task of reading the objects, then putting them back:
for (i = 0; i < k; i++) instances[i] = p.instance;
for (i = 0; i < k; i++) p.instance = instances[i];
The grey bar shows the time needed for creating the objects on the fly:
for (i = 0; i < k; i++) instances[i] = new MyClass();
Here my result:
Caching a native flash Object can be almost 5x faster instead of creating it on the fly.
Almost the same applies to a slightly more complex object like the flash.geom.Point class.
Creating complex objects, here from the flash.display.Sprite class, is extremely slow and up
to 80x faster when pooling.