ObjectPool | destroying new objects | Game Engine library

 by   UnityPatterns C# Version: Current License: MIT

kandi X-RAY | ObjectPool Summary

kandi X-RAY | ObjectPool Summary

ObjectPool is a C# library typically used in Gaming, Game Engine, Unity applications. ObjectPool has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Instead of creating and destroying new objects all the time, this script reduces garbage by pooling instances, allowing you to seemingly create hundreds of new objects while only actually using a recycled few.
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            kandi-support Support

              ObjectPool has a low active ecosystem.
              It has 383 star(s) with 85 fork(s). There are 50 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. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ObjectPool is current.

            kandi-Quality Quality

              ObjectPool has 0 bugs and 0 code smells.

            kandi-Security Security

              ObjectPool has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              ObjectPool code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              ObjectPool is licensed under the MIT 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.

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            ObjectPool Key Features

            No Key Features are available at this moment for ObjectPool.

            ObjectPool Examples and Code Snippets

            Explanation
            Javadot img1Lines of Code : 79dot img1no licencesLicense : No License
            copy iconCopy
            public class Oliphaunt {
            
              private static final AtomicInteger counter = new AtomicInteger(0);
            
              private final int id;
            
              public Oliphaunt() {
                id = counter.incrementAndGet();
                try {
                  Thread.sleep(1000);
                } catch (InterruptedException   

            Community Discussions

            QUESTION

            How to set Object pooling correctly in 2D game?
            Asked 2022-Mar-22 at 14:39

            I have a couple of problems with object pooling in Unity with my 2D game, cannon balls don't want to stop when there is a collision with the wall, and 1 of them bursts shoot and the other 9 shoot together connected with each other, my cannon is static object on scene. Can someone help or give me some hint about it.

            Here is my code, 3 scripts:

            ObjectPooling.cs

            ...

            ANSWER

            Answered 2022-Mar-22 at 14:39

            Why is you cannonball static? Have your tried not having it marked as static? Also, this problem has nothing to do with object pooling. Make sure that when your objects are enabled, all the components are active. Finally, when working with rigidbodies, you should handle them inside FixedUpdate(), and not inside Update().

            Source https://stackoverflow.com/questions/71549892

            QUESTION

            Unity Object Pool Objects Invisible
            Asked 2022-Mar-11 at 06:51

            The following code below shows what I made. (Pooled square is a game object I set up in another c# file)

            ...

            ANSWER

            Answered 2022-Mar-11 at 06:51
            var mousePosition = Input.mousePosition;
            mousePosition.z = 5f; // world position from the camera.
            

            Source https://stackoverflow.com/questions/71433236

            QUESTION

            function definition not found in h file
            Asked 2022-Jan-03 at 15:52

            I don't really understand what Visual Studio 2019 wants from me (C language). On one hand it doesn't throw me either error or warning, but on the other hand it marks me with a green squiggling the createCustomer decaration in my API file. I would like to encapsulate Customer and use ADT on Customer structure.

            These are my source and header files:

            customer.h

            ...

            ANSWER

            Answered 2022-Jan-03 at 15:25

            On one hand it doesn't throw me either error or warning …

            You should enable all warnings in your project settings; see: Why should I always enable compiler warnings? With warnings enabled, your code (or a version of it I pasted into my VS 2019 IDE) generates 5 warnings:

            warning C4255: 'main': no function prototype given: converting '()' to '(void)'
            warning C4189: 'customer_p': local variable is initialized but not referenced
            warning C4028: formal parameter 2 different from declaration
            warning C4267: '=': conversion from 'size_t' to 'int', possible loss of data
            warning C4716: 'createCustomer': must return a value

            Now, #1, #2 and #4 can be put aside (for now); the big issues are #3 and #5.

            To address #3: You need to make the arguments in your function definition (in "customer.c") the same as in the prototype (in "customer_api.h"); presumably, as the numOrders member of your structure is an int, you should change the former to have an int second argument (this also addresses and removes warning #4):

            To address #5: The createCustomer function must return what it is declared to return: a CustomerPtr object. The local variable, newCustomer_p, is the obvious candidate for this.

            Here is a 'fixed' version of that function:

            Source https://stackoverflow.com/questions/70567372

            QUESTION

            TypeScript interface mapped property generic type
            Asked 2021-Dec-13 at 04:34

            I'm trying to make this work

            ...

            ANSWER

            Answered 2021-Dec-13 at 04:34

            If you write T, then T needs to be some particular type operation (e.g., type T = ... or interface T { ... or class T ...). There's no way to write T where T is a generic type parameter. That would require so-called higher-kinded types, of the sort requested in microsoft/TypeScript#1213, and TypeScript has no direct support for that.

            You could step back and try to think of exactly what you want to do, and if there's any way to represent it without needing higher kinded types. If all you want is for ObjectPool to have all property keys in P, and for each such key K, you want the property value to have an id property equal K in addition to some other properties specified by T, then you can separate out the id part in the definition so that T is just a regular type. For example:

            Source https://stackoverflow.com/questions/70328219

            QUESTION

            Replacing GlobalScope.launch with something better
            Asked 2021-Oct-09 at 16:34

            I'm refactoring the following bit of code that's wrapping a CompletableFuture API into something that can be used with Coroutines, but it's using GlobalScope.launch { ... } which is discouraged:

            ...

            ANSWER

            Answered 2021-Oct-09 at 16:34

            It's pretty complicated, but I believe the cause of launch()/async() not executing is that their parent coroutineScope() already finished at this point in time. Notice "11" happens before "4", meaning that you invoked launch() after going out of coroutineScope(). Which makes sense, because inTransaction() starts asynchronous operation, so it returns immediately, without waiting for the inner code. To fix this, you just need to move cdf.await() inside coroutineScope().

            Another thing that concerns me is that you await on completable that you created by yourself and not the one returned from inTransaction(). Note that it may be a totally different CompletableFuture and in that case you actually return before the operation completes.

            Also, I'm not sure if this manual exception handling for completable is really necessary. async() already performs exception handling and wraps the result as CompleteableDeferred, then it is converted to CompletableFuture which also wraps exceptions. The only thing we have to do is to replace coroutineScope() with supervisorScope(). Otherwise, async() would automatically signal coroutineScope() to fail, so the exception handling would totally bypass inTransaction() function.

            Try this code:

            Source https://stackoverflow.com/questions/69504870

            QUESTION

            ObjectPool in Kotlin
            Asked 2021-Sep-30 at 22:17

            I want to use an object pool in Kotlin and would prefer an open source library similar to apache commons pool. The only reason why I am not using apache commons pool is that it's borrow method is blocking. I want a pool with the following features

            1. Set maxIdle objectes
            2. Cleanup object that have been idle for too long
            3. Creates object until the pool capacity is reached(If there is demand for more)
            4. Does not allow users to leak objects

            I have searched the internet for ideas and this implementation is very very close to what I want. The reason why I am not using is that it is based on experimental API. I am also not happy that I need to launch an infinite loop to handle object borrowing and recycling because if this loops fails the whole pool is dead. I prefer that methods borrow() and recycle() are executed based on demand for an object.

            Lastly, I looked the the ObjectPool implemented in Ktor but I did not understand how the borrow and recycle are implemented. May someone explain how this the method pushTop() and popTop() work or just point me to the right literature about the concept being applied here. I think I can adopt this if I can figure out how the borrow and recycle methods work.

            So what is my ask?

            1. How can I adopt Ktor's DefaultObject pool to achieve my objectives mentioned above
            ...

            ANSWER

            Answered 2021-Sep-30 at 19:47

            Just an idea for making Commons Pool offer a suspending borrow method. I didn't spend a lot of time reasoning this out, so I can't guarantee it totally makes sense. But my thinking is that since it already tries to unblock threads in the order they requested objects, it should be fine to have all the requests come in on the same thread and the coroutines will receive their objects in the same order they were requested. So, you can attach a single Thread Dispatcher to the single Pool. The downside is it ends up briefly suspending to swap threads even when the pool is not exhausted.

            Source https://stackoverflow.com/questions/69397678

            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

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

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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