对象池

对象池

CTimeUtil.h

#ifndef CTIMEUTIL_H
#define CTIMEUTIL_H

#if defined(_MSC_VER)
#include <Windows.h>
#else
#include <sys/time.h>
#include <unistd.h>
#endif

typedef enum TIME_LEV
{
    MISEC_LEV,
    USEC_LEV
};

class CTimeUtil
{
public:
    CTimeUtil(TIME_LEV lev = USEC_LEV) : m_Lev(lev) {};
    ~CTimeUtil(){};

public:
    void  Begin()
    {
#if defined(_MSC_VER)
        QueryPerformanceCounter(&m_TmBegin);
        //time = GetTickCount();
#else
        struct timezone tz;
        gettimeofday(&m_TmBegin , &tz);
#endif
    }

    unsigned int End()
    {
        unsigned int timeuse;
#if defined(_MSC_VER)
        //unsigned int tmend = GetTickCount();
        //return (tmend - m_Time);
        LARGE_INTEGER tmend;
        LARGE_INTEGER tmused;
        QueryPerformanceCounter( &tmend );
        tmused.QuadPart = tmend.QuadPart - m_TmBegin.QuadPart;

        LARGE_INTEGER frequence;
        QueryPerformanceFrequency(&frequence);
        timeuse = (unsigned int)(1000000.0 * tmused.QuadPart / frequence.QuadPart);
#else
        struct timeval tmend;
        struct timezone tz;
        gettimeofday(&tmend , &tz);
        timeuse = 1000000*(tmend.tv_sec-m_TmBegin.tv_sec) + tmend.tv_usec-m_TmBegin.tv_usec;
#endif
        if (m_Lev == MISEC_LEV)
        {
            timeuse /= 1000;
        }
        return timeuse;
    }

private:
    TIME_LEV m_Lev;
#if defined(_MSC_VER)
    LARGE_INTEGER m_TmBegin;
#else
    struct timeval m_TmBegin;
#endif
};
#endif


///ObjectPool.cpp

#include <queue>
#include <vector>
#include <stdexcept>
#include <memory>

#include <string>
#include <iostream>
#include <iterator>
#include <stdio.h>
#include "CTimeUtil.h"
using namespace std;

using std::queue;
using std::vector;

//
// template class ObjectPool
//
// Provides an object pool that can be used with any class that provides a
// default constructor.
//
// The object pool constructor creates a pool of objects, which it hands out
// to clients when requested via the acquireObject() method. When a client is
// finished with the object it calls releaseObject() to put the object back
// into the object pool.
//
// The constructor and destructor on each object in the pool will be called only
// once each for the lifetime of the program, not once per acquisition and release.
//
// The primary use of an object pool is to avoid creating and deleting objects
// repeatedly. The object pool is most suited to applications that use large
// numbers of objects for short periods of time.
//
// For efficiency, the object pool doesn't perform sanity checks.
// Expects the user to release every acquired object exactly once.
// Expects the user to avoid using any objects that he or she has released.
//
// Expects the user not to delete the object pool until every object
// that was acquired has been released. Deleting the object pool invalidates
// any objects that the user had acquired, even if they had not yet been released.
//
template <typename T>
class ObjectPool
{
 public:
  //
  // Creates an object pool with chunkSize objects.
  // Whenever the object pool runs out of objects, chunkSize
  // more objects will be added to the pool. The pool only grows:
  // objects are never removed from the pool (freed), until
  // the pool is destroyed.
  //
  // Throws invalid_argument if chunkSize is <= 0.
  //
  ObjectPool(int chunkSize = kDefaultChunkSize)
    throw(std::invalid_argument, std::bad_alloc);

  //
  // Frees all the allocated objects. Invalidates any objects that have
  // been acquired for use.
  //
  ~ObjectPool();

  //
  // Reserve an object for use. The reference to the object is invalidated
  // if the object pool itself is freed.
  //
  // Clients must not free the object!
  //
  T& acquireObject();

  //
  // Return the object to the pool. Clients must not use the object after
  // it has been returned to the pool.
  //
  void releaseObject(T& obj);

 protected:
  //
  // mFreeList stores the objects that are not currently in use
  // by clients.
  //
  queue<T*> mFreeList;
  //
  // mAllObjects stores pointers to all the objects, in use
  // or not. This vector is needed in order to ensure that all
  // objects are freed properly in the destructor.
  //
  vector<T*> mAllObjects;

  int mChunkSize;
  static const int kDefaultChunkSize = 10;

  //
  // Allocates mChunkSize new objects and adds them
  // to the mFreeList.
  //
  void allocateChunk();
  static void arrayDeleteObject(T* obj);

 private:
  // Prevent assignment and pass-by-value
  ObjectPool(const ObjectPool<T>& src);
  ObjectPool<T>& operator=(const ObjectPool<T>& rhs);
};

template<typename T>
const int ObjectPool<T>::kDefaultChunkSize;

template <typename T>
ObjectPool<T>::ObjectPool(int chunkSize) throw(std::invalid_argument,
    std::bad_alloc) : mChunkSize(chunkSize)
{
    if (mChunkSize <= 0) {
        throw std::invalid_argument("chunk size must be positive");
    }
    // Create mChunkSize objects to start
    allocateChunk();
}

//
// Allocates an array of mChunkSize objects because that's
// more efficient than allocating each of them individually.
// Stores a pointer to the first element of the array in the mAllObjects
// vector. Adds a pointer to each new object to the mFreeList.
//
template <typename T>
void ObjectPool<T>::allocateChunk()
{
    T* newObjects = new T[mChunkSize];
    mAllObjects.push_back(newObjects);
    for (int i = 0; i < mChunkSize; i++)
    {
        mFreeList.push(&newObjects[i]);
    }
}

//
// Freeing function for use in the for_each algorithm in the
// destructor.
//
template<typename T>
void ObjectPool<T>::arrayDeleteObject(T* obj)
{
    delete [] obj;
}

template <typename T>
ObjectPool<T>::~ObjectPool()
{
    // free each of the allocation chunks
    for_each(mAllObjects.begin(), mAllObjects.end(), arrayDeleteObject);
}

template <typename T>
T& ObjectPool<T>::acquireObject()
{
    if (mFreeList.empty()) {
        allocateChunk();
    }
    T* obj = mFreeList.front();
    mFreeList.pop();
    return (*obj);
}

template <typename T>
void ObjectPool<T>::releaseObject(T& obj)
{
    mFreeList.push(&obj);
}


class UserRequest
{
public:
  UserRequest() {/* printf("\nUserRequest...\n" );*/}
  ~UserRequest() {}

  // Methods to populate the request with specific information.
  // Methods to retrieve the request data.
  // (not shown)

protected:
  // data members (not shown)
};

UserRequest& obtainUserRequest(ObjectPool<UserRequest>& pool)
{
  // Obtain a UserRequest object from the pool
  UserRequest& request = pool.acquireObject();

  // populate the request with user input
  // (not shown)

  return (request);
}

void processUserRequest(ObjectPool<UserRequest>& pool, UserRequest& req)
{
  // process the request
  // (not shown)

  // return the request to the pool
  pool.releaseObject(req);
}

#define TEST_MAX_OBJ_COUNT 10000000

int main(int argc, char** argv)
{
  CTimeUtil ut;
  ut.Begin();
  vector<UserRequest*> vec;
  vec.reserve(TEST_MAX_OBJ_COUNT);
  ObjectPool<UserRequest> requestPool(1000);

  // Set up program
  // (not shown)

  int count = TEST_MAX_OBJ_COUNT;


  while ((count--)) {
    UserRequest& req = obtainUserRequest(requestPool);

    vec.push_back(&req);

    //processUserRequest(requestPool, req);
  }
  cout<<"Used Object Pool : time :" << ut.End()<<endl;
    for ( vector<UserRequest*>::iterator it = vec.begin(); it != vec.end(); ++it )
    {
        processUserRequest(requestPool, *(*it));
    }

  cout<<"Used Object Pool : time :" << ut.End()<<endl;

  return (0);
}



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