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4a6bfc086c
Switched to POCO library for unified platform/library interface. Deprecated the external module API. It was creating more problems than solving. Removed most built-in libraries in favor of system libraries for easier maintenance. Cleaned and secured code with help from static analyzers.
333 lines
6.8 KiB
C++
333 lines
6.8 KiB
C++
//
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// ObjectPool.h
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//
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// Library: Foundation
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// Package: Core
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// Module: ObjectPool
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//
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// Definition of the ObjectPool template class and friends.
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//
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// Copyright (c) 2010-2012, Applied Informatics Software Engineering GmbH.
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// and Contributors.
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//
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// SPDX-License-Identifier: BSL-1.0
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//
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#ifndef Foundation_ObjectPool_INCLUDED
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#define Foundation_ObjectPool_INCLUDED
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#include "Poco/Poco.h"
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#include "Poco/Mutex.h"
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#include "Poco/Condition.h"
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#include "Poco/AutoPtr.h"
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#include "Poco/SharedPtr.h"
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#include <vector>
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#include <cctype>
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namespace Poco {
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template <class C, class P = C*>
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class PoolableObjectFactory
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/// A PoolableObjectFactory is responsible for creating and resetting
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/// objects managed by an ObjectPool.
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///
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/// Together with an ObjectPool, a PoolableObjectFactory is used as
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/// a policy class to change the behavior of the ObjectPool when
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/// creating new objects, returning used objects back to the pool
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/// and destroying objects, when the pool itself is destroyed or
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/// shrunk.
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{
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public:
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P createObject()
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/// Create and return a new object.
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{
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return new C;
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}
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bool validateObject(P pObject)
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/// Checks whether the object is still valid
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/// and can be reused.
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///
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/// Returns true if the object is valid,
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/// false otherwise.
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///
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/// To maintain the integrity of the pool, this method
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/// must not throw an exception.
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{
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return true;
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}
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void activateObject(P pObject)
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/// Called before an object is handed out by the pool.
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/// Also called for newly created objects, before
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/// they are given out for the first time.
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{
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}
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void deactivateObject(P pObject)
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/// Called after an object has been given back to the
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/// pool and the object is still valid (a prior call
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/// to validateObject() returned true).
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///
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/// To maintain the integrity of the pool, this method
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/// must not throw an exception.
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{
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}
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void destroyObject(P pObject)
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/// Destroy an object.
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///
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/// To maintain the integrity of the pool, this method
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/// must not throw an exception.
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{
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delete pObject;
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}
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};
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template <class C>
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class PoolableObjectFactory <C, Poco::AutoPtr<C>>
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{
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public:
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Poco::AutoPtr<C> createObject()
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{
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return new C;
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}
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bool validateObject(Poco::AutoPtr<C> pObject)
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{
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return true;
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}
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void activateObject(Poco::AutoPtr<C> pObject)
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{
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}
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void deactivateObject(Poco::AutoPtr<C> pObject)
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{
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}
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void destroyObject(Poco::AutoPtr<C> pObject)
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{
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}
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};
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template <class C>
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class PoolableObjectFactory <C, Poco::SharedPtr<C>>
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{
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public:
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Poco::SharedPtr<C> createObject()
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{
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return new C;
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}
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bool validateObject(Poco::SharedPtr<C> pObject)
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{
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return true;
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}
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void activateObject(Poco::SharedPtr<C> pObject)
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{
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}
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void deactivateObject(Poco::SharedPtr<C> pObject)
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{
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}
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void destroyObject(Poco::SharedPtr<C> pObject)
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{
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}
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};
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template <class C, class P = C*, class F = PoolableObjectFactory<C, P>>
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class ObjectPool
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/// An ObjectPool manages a pool of objects of a certain class.
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///
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/// The number of objects managed by the pool can be restricted.
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///
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/// When an object is requested from the pool:
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/// - If an object is available from the pool, an object from the pool is
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/// removed from the pool, activated (using the factory) and returned.
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/// - Otherwise, if the peak capacity of the pool has not yet been reached,
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/// a new object is created and activated, using the object factory, and returned.
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/// - If the peak capacity has already been reached, null is returned after timeout.
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///
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/// When an object is returned to the pool:
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/// - If the object is valid (checked by calling validateObject()
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/// from the object factory), the object is deactivated. If the
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/// number of objects in the pool is below the capacity,
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/// the object is added to the pool. Otherwise it is destroyed.
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/// - If the object is not valid, it is destroyed immediately.
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{
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public:
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ObjectPool(std::size_t capacity, std::size_t peakCapacity):
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/// Creates a new ObjectPool with the given capacity
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/// and peak capacity.
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///
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/// The PoolableObjectFactory must have a public default constructor.
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_capacity(capacity),
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_peakCapacity(peakCapacity),
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_size(0)
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{
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poco_assert (capacity <= peakCapacity);
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}
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ObjectPool(const F& factory, std::size_t capacity, std::size_t peakCapacity):
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/// Creates a new ObjectPool with the given PoolableObjectFactory,
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/// capacity and peak capacity. The PoolableObjectFactory must have
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/// a public copy constructor.
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_factory(factory),
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_capacity(capacity),
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_peakCapacity(peakCapacity),
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_size(0)
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{
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poco_assert (capacity <= peakCapacity);
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}
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~ObjectPool()
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/// Destroys the ObjectPool.
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{
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try
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{
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for (auto& p: _pool)
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{
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_factory.destroyObject(p);
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}
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}
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catch (...)
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{
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poco_unexpected();
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}
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}
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P borrowObject(long timeoutMilliseconds = 0)
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/// Obtains an object from the pool, or creates a new object if
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/// possible.
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///
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/// Returns null if no object is available after timeout.
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///
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/// If activating the object fails, the object is destroyed and
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/// the exception is passed on to the caller.
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{
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Poco::FastMutex::ScopedLock lock(_mutex);
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if (!_pool.empty())
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{
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P pObject = _pool.back();
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_pool.pop_back();
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return activateObject(pObject);
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}
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if (_size >= _peakCapacity)
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{
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if (timeoutMilliseconds == 0)
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{
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return 0;
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}
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while (_size >= _peakCapacity)
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{
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if ( !_availableCondition.tryWait(_mutex, timeoutMilliseconds))
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{
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// timeout
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return 0;
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}
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}
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}
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// _size < _peakCapacity
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P pObject = _factory.createObject();
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activateObject(pObject);
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_size++;
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return pObject;
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}
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void returnObject(P pObject)
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/// Returns an object to the pool.
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{
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Poco::FastMutex::ScopedLock lock(_mutex);
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if (_factory.validateObject(pObject))
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{
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_factory.deactivateObject(pObject);
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if (_pool.size() < _capacity)
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{
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try
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{
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_pool.push_back(pObject);
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return;
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}
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catch (...)
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{
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}
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}
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}
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_factory.destroyObject(pObject);
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_size--;
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_availableCondition.signal();
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}
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std::size_t capacity() const
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{
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return _capacity;
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}
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std::size_t peakCapacity() const
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{
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return _peakCapacity;
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}
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std::size_t size() const
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{
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Poco::FastMutex::ScopedLock lock(_mutex);
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return _size;
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}
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std::size_t available() const
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{
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Poco::FastMutex::ScopedLock lock(_mutex);
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return _pool.size() + _peakCapacity - _size;
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}
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protected:
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P activateObject(P pObject)
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{
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try
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{
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_factory.activateObject(pObject);
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}
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catch (...)
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{
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_factory.destroyObject(pObject);
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throw;
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}
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return pObject;
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}
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private:
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ObjectPool();
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ObjectPool(const ObjectPool&);
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ObjectPool& operator = (const ObjectPool&);
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F _factory;
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std::size_t _capacity;
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std::size_t _peakCapacity;
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std::size_t _size;
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std::vector<P> _pool;
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mutable Poco::FastMutex _mutex;
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Poco::Condition _availableCondition;
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};
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} // namespace Poco
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#endif // Foundation_ObjectPool_INCLUDED
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