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@chickendinosaur/pool

v1.0.0

Published

Maintains a collection of an objects of a single type for reuse.

Downloads

2

Readme

Description

Agnostic object pooling. Creates and maintains a collection of an objects for reuse.

The Problem

The reason behind this project as well as what I see as other people's attempts at object pooling in the realm of JavaScript is the infatuation with smooth framerate which can be interrupted by the garbage collector due to thrashing. As I began my search for pooling libraries, the implementations of the ones I evaluated were either tightly coupled to the object itself, required a strict way to define how the object is disposed, belonged as part of a game library, or seemed slow on reuse.

Approach

  1. Maintain a completely agnostic approach to be used with anything. No requirement to alter/rewrite the source a class or module to comply with any pool functionality!

  2. Simple usage api.

  3. Reuse objects as fast as possible within reason of the complexity of the other points.

  4. Ability to manage and track pools across the application. Will be able to hot swap debug mode. (Currently not available due to having to move on temporarily)

Conclusion

The main performance boost I was able to pick up after spinning around and around was to ditch using .apply(this, arguments) which was a light bulb that went off randomly to hot-swap callbacks. The only way to implement full tracking of any object that gets created, event without using the pool, would be to tie the pool directly to the object's source file; although it's a super cool feature (can't tracking array/object literal creation though) it would require people to go through hell to implement pooling for objects not contained themselves a.k.a forking + altering. So the end-game method for pool usage that I came up with is to create pool modules and use them in place of the actual object since the pool module already imports the object dependency.

If you learned something useful or happen like this project feel free to throw me a star to show your appreciation. Stars generate happiness and happiness generates better code. Thank you!

For examples, see Usage below.


Author

John Pittman
[email protected]


Getting Started

Installation

npm

npm install @chickendinosaur/pool

Usage

Pool

// Here are a couple of example classes for better visualization.

// Create a test parent class.
class Person {
    constructor(name) {
        this._name = name;
    }

    init(name) {
        this._name = name;
    }

    dispose() {}
}

// Create a test child class.
class Gunner extends Person {
    constructor(name) {
        super(name);

        this._gunType = 'Machine Gun';
        // This is replaced by a bullet pool in production.
        this._bullets = [50];
    }

    // Don't forget to call parent's init if there is one.
    init(name) {
        super.init(name);
    }

    dispose() {
        // Dispose parent.
        super.dispose();

        // Reuse the array.
        const bullets = this._bullets;

        // Note: In reality we would use a bullet pool for all bullets which means there would be no need
        // to store bullets here in the first place. Each time a bullet is needed we would
        // do a BulletPool.create() and BulletPool.destroy(bullet) so there's nothing to clean up here
        // unless there's never going to be anymore bullets used again which would mean we would
        // do a BulletPool.drain() to get the memory back.
        while (bullets.length > 0) {
            bullets.pop();
        }
    }
}

// Stand-alone pool creation.
// Create a GunnerPool.js file.
// Create and export a new pool of Gunners.

import Pool from '@chickendinosaur/pool/Pool.js';
import Gunner from './Gunner.js';

export default new Pool(
    function(name) {
        return new Gunner(name);
        // Or set up defaults for generating up front objects when setting the size or just calling create() with no arguments. (not implemented yet)
        // return new Gunner( name || 'Billy Bob');
    },
    function(name) {
        return this.pull().init(name);
    },
    // The dispose callback parameter also accepts null which will only
    // use the init callback when calling create();
    function(obj) {
        obj.dispose();
    }
);

// Use the pool anywhere.

import GunnerPool from './GunnerPool.js';

let gunner = GunnerPool.create('Crazy Gunner Guy');

GunnerPool.destroy(gunner);

gunner = GunnerPool.create('Another Gunner Guy');

PoolManager

// Create a GunnerPool.js file.
// Create and export a new pool to contain Gunners with the pool manager.

import PoolManager from '@chickendinosaur/pool';
import Gunner from './Gunner.js';

export default PoolManager.createPool(
	'GunnerPool',
    function(name) {
        return new Gunner(name);
        // Or set up defaults for generating up front objects when setting the size or just calling create() with no arguments. (not implemented yet)
        // return new Gunner( name || 'Billy Bob');
    },
    function(name) {
        return this.pull().init(name);
    },
    // The dispose callback parameter also accepts null which will only
    // use the init callback when calling create();
    function(obj) {
        obj.dispose();
    }
);

Tips

Usage

It's recommended to always use the PoolManager when creating a pool. This does not hinder performance in any way outside of debug mode. When debugging becomes fully available and you want to make sure the same amount of objects are being reused that are being created etc. the only necessary action will be to toggle debug on or off for the PoolManager. It's free functionality that could be very helpful in a busy app.

Performance

  • Although all of my examples are in ES6 JavaScript, the current transpilation methods greatly affect performance when using classes; especially using 'super'. The performance hit will be invoked in the object's 'constructor', 'init', and 'dispose' so keep this in mind. If you're interested in performance comparison against other object pools please consider comparing apples to apples and use ES6 or ES5 for both.

  • When there are no large objects or references to reset in the dispose method then construct the pool with 'null' as the disposeCallback parameter. This will save some good performance when destroying the object.

export default PoolManager.createPool(
    'GunnerPool',
    function(name) {
        // If the object requires any defaults this is a great effective way to do that.
        return new Gunner(name || 'Billy Bob');
    },
    function(name) {
        return this.pull().init(name);
    },
    // When the dispose method is empty.
    null
);

Creating dispose and init methods

  • If a property is not referencing another 'object' or collection you can avoid having to 'dispose' it since all primitive properties should be getting reset in the init method.

  • Do not forget to call the parent's dispose method if inheriting from another object.

init() {
    // Re-init the parent.
    super.init();
}

dispose() {
    // Dispose parent.
    super.dispose();
}

Development

Installation

From the project root:

  • npm install
  • npm run build

Commands

Local

npm run:

benchmark, build, clean, compile, help, init, start, test, compress, publish, update, documentation, set-access, set-author, set-description, set-dist, set-global, set-keywords, set-license, set-main, set-name, set-private, set-repository, set-src, set-test, set-version


License

The MIT License (MIT)

Copyright (c) 2016 John Pittman

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.