What is Object Pooling ? How to Use ?
Object pooling is a method used in a game engine or a simulation program. This method allows objects of a certain type (for example, explosives or weapons) to be created and stored in advance and used later when needed.
Thus, it improves the performance of the program and reduces the instantaneous creation and destruction of objects. This is especially important for large games or simulations because such programs often have to manage a lot of objects.
How to Use ?
Object pooling is usually used by coding within a game engine or simulation program. First, a “pool” is created in memory, in which objects of a certain type are pre-created. These objects are then retrieved from the pool and used as needed while the program is running.
For example, weapons that a character can fire in a game can be pre-created and kept in the pool and then used by the character.
Thus, weapons do not need to be rebuilt every time and the performance of the program increases. Object pooling is used in this way to improve program performance and reduce instant creation and destruction of objects.
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using System.Collections.Generic; // for List<T> // The object pool class public class ObjectPool<T> where T : new() { // The pool of objects private List<T> _objects; // Constructor public ObjectPool(int capacity) { _objects = new List<T>(capacity); for (int i = 0; i < capacity; i++) { _objects.Add(new T()); } } // Retrieve an object from the pool public T GetObject() { // Check if the pool is empty if (_objects.Count == 0) { // If so, return a new object return new T(); } else { // Get the last object in the list T obj = _objects[_objects.Count - 1]; // Remove the object from the list _objects.RemoveAt(_objects.Count - 1); // Return the object return obj; } } // Return an object to the pool public void ReturnObject(T obj) { // Add the object to the list _objects.Add(obj); } } // The object to be pooled public class Bullet { // Fire the bullet public void Fire() { // Code to fire the bullet goes here } } // Example usage public class Program { static void Main(string[] args) { // Create a new object pool with a capacity of 10 ObjectPool<Bullet> bulletPool = new ObjectPool<Bullet>(10); // Get a bullet from the pool Bullet bullet = bulletPool.GetObject(); // Use the bullet bullet.Fire(); // Return the bullet to the pool bulletPool.ReturnObject(bullet); } } |
In this example, the ObjectPool class creates a pool and pre-creates and stores objects of type T. Then, these objects can be retrieved and used from the pool with the GetObject() method and returned into the pool with the ReturnObject(T obj) method. In this example, objects of type Bullet are kept in the pool and fired with the Fire() method.
In what situations is it used
Object pooling is used in high-performance and efficient applications such as game engines and simulation programs. Such programs often have to manage a large number of objects, which can negatively affect performance. Object pooling improves performance and reduces the process of creating and destroying objects on the fly, by ensuring that objects are pre-created and stored in memory in such programs and then used when needed. In this way, the program works more efficiently and quickly.
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