objectpool | Object pool implementation in C++11

 by   bitshifter C++ Version: Current License: Zlib

kandi X-RAY | objectpool Summary

kandi X-RAY | objectpool Summary

objectpool is a C++ library. objectpool has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Object pool implementation in C++11
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            kandi-support Support

              objectpool has a low active ecosystem.
              It has 70 star(s) with 18 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. On average issues are closed in 301 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of objectpool is current.

            kandi-Quality Quality

              objectpool has no bugs reported.

            kandi-Security Security

              objectpool has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              objectpool is licensed under the Zlib License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              objectpool releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            objectpool Key Features

            No Key Features are available at this moment for objectpool.

            objectpool Examples and Code Snippets

            No Code Snippets are available at this moment for objectpool.

            Community Discussions

            QUESTION

            Is it okay in OOP to handle object events on outside the object class?
            Asked 2021-Jun-08 at 11:29

            Hello i make my 2d game with unity and i feel confuse about oop design. There is a 4 class in my game.

            1. StageView : The view(scene) where the game logic run.

            2. ObjectPool : The object pool that can manage the gameobjects, and it is the member field of stage view. (It is not a singleton)

            3. Projectile : The projectile class that can attack the monster.

            4. Monster : The monster class that could be attacked by projectile.

            ...

            ANSWER

            Answered 2021-Jun-07 at 05:16

            I think it's a good idea to make one more layer between ObjectPool and Monster classes that will manage what you want. It will complete Single responsibility principle of SOLID.

            So both classes ObjectPool and Monster will not depend on each other and every class will be making their jobs.

            Source https://stackoverflow.com/questions/67865709

            QUESTION

            Java ImageIO read image byte[] into pre-allocated BufferedImage
            Asked 2021-May-12 at 02:40

            I'm working with ImageIO and JAI and want to read a byte array into a BufferedImage. The byte[] contains data for a JP2000 encoded image, and it's fairly large, around 100MB. I'm currently doing something like:

            ...

            ANSWER

            Answered 2021-May-11 at 20:31

            Yes, you can set the destination image of an ImageReadParam object. However, there is a caveat: the BufferedImage must have a ColorModel and SampleModel that match the image being loaded.

            I’m not sure about JPEG2000 images, but regular JPEGs are usually RGB images, so an image of TYPE_INT_RGB should suffice:

            Source https://stackoverflow.com/questions/67491036

            QUESTION

            RabbitMQ Producer C# .NET Core 5.0 Memory Leak
            Asked 2021-Apr-28 at 09:30

            I was wondering if someone can please help with the following situation:

            I cannot solve a memory leak with a RabbitMQ Publisher written in C# and using .Net core 5.0.

            This is the csproj file :

            ...

            ANSWER

            Answered 2021-Apr-28 at 08:16

            First, it seems you are clogging the event handling thread. So, what I'd do is decouple event handling from the actual processing:

            ( Untested! Just an outline!)

            REMOVED FAULTY CODE

            Then in serviceInstance1, I would have Publish enqueue the orders in a BlockingCollection, on which a dedicated Thread is waiting. That thread will do the actual send. So you'll marshall the orders to that thread regardless of what you chose to do in Processor and all will be decoupled and in-order.

            You probably will want to set BlockOptions according to your requirements.

            Mind that this is just a coarse outline, not a complete solution. You may also want to go from there and minimize string-operations etc.

            EDIT

            Some more thoughts that came to me since yesterday in no particular order:

            For reference: In response to EDIT 3 in the question:

            Source https://stackoverflow.com/questions/67265453

            QUESTION

            Unity GameObject.SetActive(true) is being funky
            Asked 2021-Mar-29 at 17:36

            So i want to make an object pooling system for my game (and possibly future games) and well i pretty much got it figured out, except for a tiny detail which is frustrating the hell out of me.

            In my SpawnFromPool method i Dequeue an object and SetActive(true);. I then call Debug.Log(objToSpawn.activeSelf); This logs True, but the object is not active in the scene.

            Below you'' find the ObjectPooler class and the Spawner class i'm using. I'll also inclue a screenshot of my console.

            Here's the entire ObjectPooler class

            ...

            ANSWER

            Answered 2021-Mar-29 at 17:36

            here is the major problem:

            Source https://stackoverflow.com/questions/66858157

            QUESTION

            How to change a variable in a shared script, without affecting all the other game objects that share that script?
            Asked 2021-Mar-20 at 21:54

            Ive been at it all day trying to solve this, because I dont want to make a separate script for every bullet, instead I want to have a single EnemyBulletMovement script, that can move each bullet in a different way, depending on the BulletType int that I feed into it when I instantiate it.

            The problem is that if I fire multiple bullets at the same time, they will all change BulletType as soon as another bullet is instantiated, because they are all sharing the same script.

            My goal is to have all bullets have a private script, but no matter what I try the variable will still be changed for all active bullets every time I try to change it for just one of them.

            EnemyController script that Instantiates the bullets and gives them a BulletType value:

            ...

            ANSWER

            Answered 2021-Mar-20 at 21:31

            Bullet type should be declared as private int bulletType. If you declare bullet type as private static int bulletType it will be same for all bullets.

            If it is already declared as private int bulletType, then you should check the logic where you use object pooler. You may be processing the same bullet over and over, or processing all bullets in the pool.

            Source https://stackoverflow.com/questions/66725923

            QUESTION

            Fire bullets at an interval continuously while the fire button is held down
            Asked 2021-Feb-20 at 20:06

            In C# Unity3D, I'm trying to get my bullets to fire at an interval of bulletTime. Single shots work perfectly fine at the moment, but when I hold down the fire button, just 1 bullet is created and shot and then nothing else happens.

            ...

            ANSWER

            Answered 2021-Feb-20 at 20:06

            You should remove these else and just do.

            Source https://stackoverflow.com/questions/66294403

            QUESTION

            While loop timer with a bool that doesnt work Unity 3D
            Asked 2021-Feb-20 at 16:42

            Using c#, im trying to fire a bullet every 3 seconds, so heres my workflow:

            1. fire button is pressed
            2. only fire if bool fireAgain is true
            3. set bool fireAgain = false
            4. start timer
            5. timer finished = bool fireAgain = true

            When debugging it seems to all work properly, but when I test it, Im still able to shoot like 10 bullets a second. So somehow it just doesnt care about the bool FireAgain being false and shoots anyway even if according to debug bool fireAgain is false at that moment.

            ...

            ANSWER

            Answered 2021-Feb-20 at 16:42

            You have a while loop within Update => this loop will completely run in one single frame => "immediately" will increase the timer until it is big enough => "immediately" will set your bool flag to true again!

            What you rather would do is e.g.

            Source https://stackoverflow.com/questions/66293411

            QUESTION

            Bullet rotation unwanted offset Unity
            Asked 2021-Feb-15 at 19:36

            I'm trying to have an enemy circle the player and shoot bullets at said player. Whenever the enemy shoots though, the bullet is slightly off from the player and continues to shoot further from the players position.

            this is the enemies behaviour

            ...

            ANSWER

            Answered 2021-Feb-15 at 19:36

            It will be easier to make the enemy look at the player using this function

            Source https://stackoverflow.com/questions/66213694

            QUESTION

            Problem using boost::object_pool boost version 1.56 with visual studio 2019
            Asked 2021-Feb-11 at 17:14

            I am trying to convert boost::object_pool usage on my old project to new visual studio 2019 project, I am using boost version 1.56

            ObjectPool.h

            ...

            ANSWER

            Answered 2021-Feb-11 at 15:49

            Frankly, this code cannot have compiled under any compiler.

            Note: I'm ignoring numerous typos, omitted semi-colons, omitted template declarators, typedefs and access specifiers to focus on the real issues.

            You're passing *this which is Material&. However, the contruct [sic] function takes a MaterialServer*.

            So, in fact, the commented line was closer, and makes sense IFF it were a member of MaterialServer, not Material.

            It would make a lot more sense, logically, for the material server to "create new materials", anyways, and almost works:

            Source https://stackoverflow.com/questions/66155574

            QUESTION

            Why doesn't environment variable reference work for MS Build Target?
            Asked 2021-Jan-23 at 17:01

            I have the following configuration, but the ASPNETCORE_ENVIRONMENT variable doesn't make it to the CsProj config.

            .vscode/launch.json

            ...

            ANSWER

            Answered 2021-Jan-12 at 06:12

            I think you might need to move the environment variable from env in your .vscode/launch.json file to environmentVariables in the "Web" property in Web/Properties/launchSettings.json.

            docs.microsoft.com reference

            Source https://stackoverflow.com/questions/65675743

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install objectpool

            You can download it from GitHub.

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