An object pooling system for Rust, optimized for perfomance.
Copy
dependencies, PoolObjects do no longer rely on the implementation of the Copy
trait.Clone
& Default
traits for Spawn
. Spawn.clone() behaves in the same way as Spawn.mirror() does. The These where implemented so that PoolObjects can hold Spawn reference objects as field properties. Default on Spawn should not be used and is only there to make the above possible.find()
, for_while()
, for_each()
, for_all()
& enumerate()
to SwarmComtrol
, these makes it possible to iterate over all spawns inside the update() loop.The pooling system manages object instances of a cutom type, and provides update loops to iterate over them.
In order to create a new swarm pool, you need to define what your pool object
and swarm properties
types
are going to look like. Your pool object
must at leas implement the Default, Copy and Clone traits
from the standard library. The swarm properties
, on the other hand, does not depend on any traits.
```rust extern crate swarmpool; use swarmpool::Swarm;
// create an object you want to pool
pub struct MyPoolObject {
pub name: &static str,
pub value: usize,
}
// create properties you want to share with pooled objects pub struct MySwarmProperties;
fn main() {
let swarm = Swarm::
The swarm is now ready to be used. First of all we need to Spawn new pool instances. In reality all objects in the pool are allready created and are waiting to be used. This means that all objects ( from 0 up to, but not including, the maximum capacity) can be accessed through the fetch() methode. The difference between spawned and non-spawned pool objects is that spawned object are included in all of the Swarm pools iterator methodes and non-spawned object are not.
```rust
let mut swarm = Swarm::
asserteq!(swarm.fetchref(&spawn1).value, 0); asserteq!(swarm.fetchref(&spawn2).value, 0);
swarm.for_each(|obj| { obj.value = 42; });
asserteq!(swarm.fetchref(&spawn1).value, 42); asserteq!(swarm.fetchref(&spawn2).value, 42); ```
The real power of this library is not just looping through a few object instances, it is controlling and cross referencing them.
There are 2 powerful methodes that can be used to do so: Swarm.for_all()
and Swarm.update()
.
Both have their advantages and disadvantages, for_all
loop is fast (equal to a standard vec for loop) but cannot spawn nor kill
pool objects, update
is easy to use, gives full control, but is slow (less than half the speed).
```rust
// change properties to contain references to our spawned pool objects
pub struct MySwarmProperties {
john: Option
let properties = MySwarmProperties { john: None, cristy: None };
let mut swarm = Swarm::
swarm.properties.john = Some(sjohn.mirror()); swarm.properties.cristy = Some(scristy.mirror());
swarm.fetch(&sjohn).name = "John"; swarm.fetch(&scristy).name = "Cristy";
// using the forall methode swarm.forall(|target, list, props| {
// john tells critsy to have a value of 2
if list[*target].name == "John" {
if let Some(cristy) = &props.cristy {
list[cristy.pos()].value = 2;
}
}
// cristy tells john to have a value of 1
if list[*target].name == "Cristy" {
if let Some(john) = &props.john {
list[john.pos()].value = 1;
}
}
});
asserteq!(swarm.fetchref(&sjohn).value, 1); asserteq!(swarm.fetchref(&scristy).value, 2);
// using the update methode swarm.update(|ctl| { let name = ctl.target().name; let cristy = ctl.properties.cristy.asref().unwrap().mirror(); let john = ctl.properties.john.asref().unwrap().mirror();
// john tells critsy to have a value of 4
if name == "John" {
ctl.fetch(&cristy).value = 4;
}
// cristy tells john to have a value of 5
if name == "Cristy" {
ctl.fetch(&john).value = 5;
}
});
asserteq!(swarm.fetchref(&sjohn).value, 5); asserteq!(swarm.fetchref(&scristy).value, 4); ```
There are many more functionalities included in the Swarm and SwarmControl types. The documentation on the examples above or other functionalities this library provides are more in depth and should be read, for writing them out was a lot of work ;)