// Copyright (c) 1998 Microsoft Corporation // // TPool.h // // Template pool memory manager. Efficiently manage requests for many of the same (small) object. // Named after t'Pool, the Vulcan programmer who invented the technique. // #ifndef _TPOOL_H_ #define _TPOOL_H_ #include "debug.h" #define POOL_DEFAULT_BYTE_PER_BLOCK 4096 #define MIN_ITEMS_PER_BLOCK 4 /////////////////////////////////////////////////////////////////////////////// // // CPool // // A simple memory manager that efficiently handles many objects of the same // size by allocating blocks containing multiple objects at once. // // template class CPool { public: CPool(int nApproxBytesPerBlock = POOL_DEFAULT_BYTE_PER_BLOCK); ~CPool(); contained *Alloc(); void Free(contained* pToFree); private: union CPoolNode { CPoolNode *pNext; contained c; }; class CPoolBlock { public: CPoolBlock *pNext; CPoolNode *pObjects; }; int nItemsPerBlock; // Based on bytes per block int nAllocatedBlocks; // # allocated blocks CPoolBlock *pAllocatedBlocks; // list of allocated blocks int nFreeList; // # nodes in free list CPoolNode *pFreeList; // free list private: bool RefillFreeList(); #ifdef DBG bool IsPoolNode(CPoolNode *pNode); bool IsInFreeList(CPoolNode *pNode); #endif }; /////////////////////////////////////////////////////////////////////////////// // // CPool::CPool // // Figure out the number of contained objects per block based on the requested // approximate block size. Initialize the free list to contain one block's // worth of objects. // // template CPool::CPool(int nApproxBytesPerBlock) { // Figure out how many items per block and cheat if too small // nItemsPerBlock = nApproxBytesPerBlock / sizeof(CPoolNode); if (nItemsPerBlock < MIN_ITEMS_PER_BLOCK) { nItemsPerBlock = MIN_ITEMS_PER_BLOCK; } nAllocatedBlocks = 0; pAllocatedBlocks = NULL; nFreeList = 0; pFreeList = NULL; // Fill up with some items ahead of time // RefillFreeList(); } /////////////////////////////////////////////////////////////////////////////// // // CPool::~CPool // // Free up all allocated blocks. There should be no outstanding blocks // allocated at this point. // // template CPool::~CPool() { #ifdef DBG if (nFreeList < nAllocatedBlocks * nItemsPerBlock) { Trace(0, "CPool::~Cpool: Warning: free'ing with outstanding objects allocated.\n"); } #endif // Clean up all allocated blocks and contained objects. // while (pAllocatedBlocks) { CPoolBlock *pNext = pAllocatedBlocks->pNext; delete[] pAllocatedBlocks->pObjects; delete pAllocatedBlocks; pAllocatedBlocks = pNext; } } /////////////////////////////////////////////////////////////////////////////// // // CPool::Alloc // // Attempt to allocate a contained object and return NULL if out of memory. // If the free list is empty then allocate another block. // // template contained *CPool::Alloc() { if (pFreeList == NULL) { if (!RefillFreeList()) { return false; } } nFreeList--; contained *pAlloc = (contained*)pFreeList; pFreeList = pFreeList->pNext; return pAlloc; } /////////////////////////////////////////////////////////////////////////////// // // CPool::Free // // Return a contained object to the free list. In the debug version make sure // the object was in fact allocated from this pool in the first place and that // it isn't already in the free list. // // template void CPool::Free(contained *pToFree) { CPoolNode *pNode = (CPoolNode*)pToFree; #ifdef DBG if (!IsPoolNode(pNode)) { Trace(0, "CPool::Free() Object %p is not a pool node; ignored.\n", pToFree); return; } if (IsInFreeList(pNode)) { Trace(0, "CPool::Free() Object %p is already in the free list; ignored.\n", pToFree); return; } #endif nFreeList++; pNode->pNext = pFreeList; pFreeList = pNode; } /////////////////////////////////////////////////////////////////////////////// // // CPool::RefillFreeList // // Add one block's worth of contained objects to the free list, tracking the // allocated memory so we can free it later. // // template bool CPool::RefillFreeList() { // Allocate a new block and the actual block of objects // CPoolBlock *pNewBlock = new CPoolBlock; if (pNewBlock == NULL) { return false; } pNewBlock->pObjects = new CPoolNode[nItemsPerBlock]; if (pNewBlock->pObjects == NULL) { delete pNewBlock; return false; } // Link the block and objects into the right places. First link the new block // into the list of allocated blocks. // pNewBlock->pNext = pAllocatedBlocks; pAllocatedBlocks = pNewBlock; // Link all the contained object nodes into the free list. // CPoolNode *pFirstNode = &pNewBlock->pObjects[0]; CPoolNode *pLastNode = &pNewBlock->pObjects[nItemsPerBlock - 1]; for (CPoolNode *pNode = pFirstNode; pNode < pLastNode; pNode++) { pNode->pNext = pNode + 1; } pLastNode->pNext = pFreeList; pFreeList = pFirstNode; nFreeList += nItemsPerBlock; nAllocatedBlocks++; return true; } #ifdef DBG /////////////////////////////////////////////////////////////////////////////// // // CPool::IsPoolNode (debug) // // Verify that the passed pointer is a pointer to a pool node by walking the list // of allocated blocks. // // template bool CPool::IsPoolNode(CPoolNode *pTest) { for (CPoolBlock *pBlock = pAllocatedBlocks; pBlock; pBlock = pBlock->pNext) { CPoolNode *pFirstNode = &pBlock->pObjects[0]; CPoolNode *pLastNode = &pBlock->pObjects[nItemsPerBlock - 1]; for (CPoolNode *pNode = pFirstNode; pNode <= pLastNode; pNode++) { if (pNode == pTest) { return true; } } } return false; } /////////////////////////////////////////////////////////////////////////////// // // CPool::IsInFreeList (debug) // // Verify that the passed pointer points to a node that is already in the free // list. // // template bool CPool::IsInFreeList(CPoolNode *pTest) { for (CPoolNode *pNode = pFreeList; pNode; pNode = pNode->pNext) { if (pTest == pNode) { return true; } } return false; } #endif // DBG #endif // _TPOOL_H_