ObjectPool<int> pool;// Create the thread which will hold the shared pointer for awhile:AutoRequired<HoldsSharedPtrThenQuits> thread; pool(thread->m_ptr);std::weak_ptr<int> ptrWeak = thread->m_ptr; ASSERT_FALSE(ptrWeak.expired()) <<"Object pool failed to issue a shared pointer as e...
代码中_getpool(string type)是ObjectPoolMgr中的私有方法。前面说过,ObjectPoolMgr有一个成员poolDic用来记录已创建的对象池实例,_getpool方法先去poolDic中查找,找到直接返回。如果找不到说明还未创建,使用反射创建对象池,记录入poolDic,代码如下 使用_getpool获得了对象池实例后,会调用对象池的alloc方法分配一个对象。
ObjectPoolProvider 抽象类,用于创建对象池(ObjectPool) //通过Policy创建ObjectPoolabstractObjectPool<T>Create<T>(IPooledObjectPolicy<T> policy) DefaultObjectPoolProvider ObjectPoolProvider的默认实现类 //创建一个可以容纳处理器数量X2的对象池ObjectPool<T>Create<T>(IPooledObjectPolicy<T> policy) 案例: ...
using System;using System.Collections.Concurrent;using System.Threading;using System.Threading.Tasks;namespace ObjectPoolExample{publicclassObjectPool<T>{privateConcurrentBag<T>_objects;privateFunc<T>_objectGenerator;publicObjectPool(Func<T>objectGenerator){if(objectGenerator==null)thrownewArgumentNullExceptio...
boost::pool<> student_pool(sizeof(CStudent)); CStudent * const obj=(CStudent *)student_pool.malloc(); student_pool.free(obj); return 0; } pool的模版参数只有一个分配子类型,boost提供了两种default_user_allocator_new_delete/default_user_allocator_malloc_free,指明申请释放内存的时候使用new/delet...
ObjectPoolSubsystemAn ObjectPool For Unreal Engine 5More detail in this Doc1.How to useDrag the BP_LoadObjectPool actor into the level, it will automatically register the object pool defined by DA_LevelObjectPool_FistPersonMap.Then you can use SpawnActor or GetUObject in ObjectPoolSubsystem.2...
_ = Task.Run(() => { if (char.ToUpperInvariant(Console.ReadKey().KeyChar) == 'C') { cts.Cancel(); } }); var pool = new ObjectPool<ExampleObject>(() => new ExampleObject()); // Create a high demand for ExampleObject instance. Parallel.For(0, 1000000, (i, loopState) => {...
using UnityEngine; using uPools; public class Example : MonoBehaviour { [SerializeField] GameObject prefab; void Start() { // Pre-warm objects in advance (additional objects are created automatically) SharedGameObjectPool.Prewarm(prefab, 10); // Retrieve objects from the pool var instance = ...
在对component dmac_c做了定义以后,dma_c::transfer中会用到两个lock resource句柄,chnl可以利用dma_c内部的resource pool实例来绑定,而core则需要稍后在上层pools_instance_id利用resource pool实例cpu来绑定。 在pools_instance_id::par_dma_xfers内,有约束块对子活动xfer_a/xfer_b做了约束: ...