前沿
該工程提供了物件池解決方案,該方案主要用於提高像檔案控制程式碼,資料庫連線,socket通訊這類大物件的呼叫效率。簡單的說就是一種物件一次建立多次使用的技術。
整體結構
整個專案有三個包分別是org.apache.commons.pool2,org.apache.commons.pool2.impl和org.apache.commons.pool2.proxy。org.apache.commons.pool2主要定義整個專案要實現的介面;org.apache.commons.pool2.impl主要定義對介面的一般實現;org.apache.commons.pool2.proxy主要定義對介面的代理實現。
接下來我們看看整體的程式碼關係,如下類圖
整個方案從ObjectPool,PooledObjectFactory和PooledObject三個介面展開,其中ObjectPool定義了物件池要實現的功能【比如怎麼存取,怎麼過期】;PooledObjectFactory定義了被池化的物件的建立,初始化,啟用,鈍化以及銷燬功能;PooledObject定了一被池化物件的一些附加資訊【建立時間,池中狀態】;大概流程就是由PooledObjectFactory建立的物件經過PooledObject的包裝然後放到ObjectPool裡面來。
ObjectPool
//從池中獲取物件 T borrowObject() throws Exception, NoSuchElementException,IllegalStateException; //將物件放回池中 void returnObject(T obj) throws Exception; //廢棄物件 void invalidateObject(T obj) throws Exception; //新增物件 void addObject() throws Exception, IllegalStateException,UnsupportedOperationException; //獲取物件個數 int getNumIdle(); //獲取活躍物件個數 int getNumActive(); //清除池,池可用 void clear() throws Exception, UnsupportedOperationException; //關閉池,池不可用 void close();
PooledObjectFactory
//建立一個新物件;當物件池中的物件個數不足時,將會使用此方法來"輸出"一個新的"物件",並交付給物件池管理 PooledObject<T> makeObject() throws Exception; //銷燬物件,如果物件池中檢測到某個"物件"idle的時間超時,或者操作者向物件池"歸還物件"時檢測到"物件"已經無效,那麼此時將會導致"物件銷燬";"銷燬物件"的操作設計相差甚遠,但是必須明確:當呼叫此方法時,"物件"的生命週期必須結束.如果object是執行緒,那麼此時執行緒必須退出;如果object是socket操作,那麼此時socket必須關閉;如果object是檔案流操作,那麼此時"資料flush"且正常關閉. void destroyObject(PooledObject<T> p) throws Exception; //檢測物件是否"有效";Pool中不能儲存無效的"物件",因此"後臺檢測執行緒"會週期性的檢測Pool中"物件"的有效性,如果物件無效則會導致此物件從Pool中移除,並destroy;此外在呼叫者從Pool獲取一個"物件"時,也會檢測"物件"的有效性,確保不能講"無效"的物件輸出給呼叫者;當呼叫者使用完畢將"物件歸還"到Pool時,仍然會檢測物件的有效性.所謂有效性,就是此"物件"的狀態是否符合預期,是否可以對呼叫者直接使用;如果物件是Socket,那麼它的有效性就是socket的通道是否暢通/阻塞是否超時等. boolean validateObject(PooledObject<T> p); // "啟用"物件,當Pool中決定移除一個物件交付給呼叫者時額外的"啟用"操作,比如可以在activateObject方法中"重置"引數列表讓呼叫者使用時感覺像一個"新建立"的物件一樣;如果object是一個執行緒,可以在"啟用"操作中重置"執行緒中斷標記",或者讓執行緒從阻塞中喚醒等;如果object是一個socket,那麼可以在"啟用操作"中重新整理通道,或者對socket進行連結重建(假如socket意外關閉)等. void activateObject(PooledObject<T> p) throws Exception; //"鈍化"物件,當呼叫者"歸還物件"時,Pool將會"鈍化物件";鈍化的言外之意,就是此"物件"暫且需要"休息"一下.如果object是一個socket,那麼可以passivateObject中清除buffer,將socket阻塞;如果object是一個執行緒,可以在"鈍化"操作中將執行緒sleep或者將執行緒中的某個物件wait.需要注意的時,activateObject和passivateObject兩個方法需要對應,避免死鎖或者"物件"狀態的混亂. void passivateObject(PooledObject<T> p) throws Exception;
PooledObject
T getObject(); long getCreateTime(); long getActiveTimeMillis(); long getIdleTimeMillis(); long getLastBorrowTime(); long getLastReturnTime(); long getLastUsedTime(); int compareTo(PooledObject<T> other); boolean equals(Object obj); int hashCode(); String toString(); //後臺清理執行緒 boolean startEvictionTest(); boolean endEvictionTest(Deque<PooledObject<T>> idleQueue); boolean allocate(); boolean deallocate(); void invalidate() void setLogAbandoned(boolean logAbandoned); void use(); void printStackTrace(PrintWriter writer); PooledObjectState getState(); //自動補償功能 void markAbandoned(); void markReturning();
方案提供了三種型別的pool,分別是GenericKeyedObjectPool,SoftReferenceObjectPool和GenericObjectPool。其中GenericObjectPool是一般意義上的物件池;SoftReferenceObjectPool是弱引用的物件池;GenericKeyedObjectPool是具備分組的物件池。
以下是各個類的詳細分析
SoftReferenceObjectPool
//可用物件列表 private final LinkedBlockingDeque<PooledSoftReference<T>> idleReferences = new LinkedBlockingDeque<PooledSoftReference<T>>(); //所有物件列表 private final ArrayList<PooledSoftReference<T>> allReferences = new ArrayList<PooledSoftReference<T>>();
borrowObject
//可用物件列表 private final LinkedBlockingDeque<PooledSoftReference<T>> idleReferences = new LinkedBlockingDeque<PooledSoftReference<T>>(); //所有物件列表 private final ArrayList<PooledSoftReference<T>> allReferences = new ArrayList<PooledSoftReference<T>>(); public synchronized T borrowObject() throws Exception { assertOpen();//確定池開啟 T obj = null; boolean newlyCreated = false; PooledSoftReference<T> ref = null; while (null == obj) { if (idleReferences.isEmpty()) { if (null == factory) { throw new NoSuchElementException(); } else { //如果可用列表為空則建立新的物件 newlyCreated = true; obj = factory.makeObject().getObject(); //累加計數器 createCount++; // Do not register with the queue //關聯 ref = new PooledSoftReference<T>(new SoftReference<T>(obj)); //新增進所有列表 allReferences.add(ref); } } else { //從可用佇列獲取物件 ref = idleReferences.pollFirst(); obj = ref.getObject(); // Clear the reference so it will not be queued, but replace with a // a new, non-registered reference so we can still track this object // in allReferences //重建關聯 ref.getReference().clear(); ref.setReference(new SoftReference<T>(obj)); } if (null != factory && null != obj) { try { //啟用物件 factory.activateObject(ref); if (!factory.validateObject(ref)) { throw new Exception("ValidateObject failed"); } } catch (Throwable t) { PoolUtils.checkRethrow(t); try { destroy(ref); } catch (Throwable t2) { PoolUtils.checkRethrow(t2); // Swallowed } finally { obj = null; } if (newlyCreated) { throw new NoSuchElementException( "Could not create a validated object, cause: " + t.getMessage()); } } } } numActive++; //鎖定 ref.allocate(); return obj; }
returnObject
public synchronized void returnObject(T obj) throws Exception { boolean success = !isClosed(); //判斷物件來自於池【通過物件的equals方法】 final PooledSoftReference<T> ref = findReference(obj); if (ref == null) { throw new IllegalStateException( "Returned object not currently part of this pool"); } if (factory != null) { //判斷物件合格 if (!factory.validateObject(ref)) { success = false; } else { try { //鈍化物件 factory.passivateObject(ref); } catch (Exception e) { success = false; } } } boolean shouldDestroy = !success; numActive--; if (success) { //如果物件合格並且鈍化成功則解除鎖定並新增到可用列表中 // Deallocate and add to the idle instance pool ref.deallocate(); idleReferences.add(ref); } notifyAll(); // numActive has changed if (shouldDestroy && factory != null) { try { destroy(ref); } catch (Exception e) { // ignored } } }
弱引用物件池最簡單,沒有後臺清理執行緒只有當記憶體不夠的情況下由虛擬機器清除。
GenericObjectPool
//預設出隊方式 private volatile boolean lifo = BaseObjectPoolConfig.DEFAULT_LIFO; //後臺清理邏輯 class Evictor extends TimerTask //所有物件列表 private final Map<T, PooledObject<T>> allObjects = new ConcurrentHashMap<T, PooledObject<T>>(); //可用物件列表【雙向連結串列】 private final LinkedBlockingDeque<PooledObject<T>> idleObjects = new LinkedBlockingDeque<PooledObject<T>>();
borrowObject
public T borrowObject(long borrowMaxWaitMillis) throws Exception { assertOpen(); //是否在獲取物件的時候檢查物件,開啟的話則檢查【主要是檢查過期】 AbandonedConfig ac = this.abandonedConfig; if (ac != null && ac.getRemoveAbandonedOnBorrow() && (getNumIdle() < 2) && (getNumActive() > getMaxTotal() - 3) ) { removeAbandoned(ac); } PooledObject<T> p = null; // Get local copy of current config so it is consistent for entire // method execution //當池耗盡的時候是否block,如果block的話則會idleObjects.pollFirst(borrowMaxWaitMillis,TimeUnit.MILLISECONDS);否則直接throw new NoSuchElementException("Pool exhausted"); boolean blockWhenExhausted = getBlockWhenExhausted(); boolean create; long waitTime = 0; while (p == null) { create = false; if (blockWhenExhausted) { p = idleObjects.pollFirst(); if (p == null) { create = true; p = create(); } if (p == null) { if (borrowMaxWaitMillis < 0) { p = idleObjects.takeFirst(); } else { waitTime = System.currentTimeMillis(); p = idleObjects.pollFirst(borrowMaxWaitMillis, TimeUnit.MILLISECONDS); waitTime = System.currentTimeMillis() - waitTime; } } if (p == null) { throw new NoSuchElementException( "Timeout waiting for idle object"); } if (!p.allocate()) { p = null; } } else { p = idleObjects.pollFirst(); if (p == null) { create = true; p = create(); } if (p == null) { throw new NoSuchElementException("Pool exhausted"); } if (!p.allocate()) { p = null; } } if (p != null) { try { //啟用物件 factory.activateObject(p); } catch (Exception e) { try { destroy(p); } catch (Exception e1) { // Ignore - activation failure is more important } p = null; if (create) { NoSuchElementException nsee = new NoSuchElementException( "Unable to activate object"); nsee.initCause(e); throw nsee; } } //如果獲取物件是檢查則validateObject if (p != null && getTestOnBorrow()) { boolean validate = false; Throwable validationThrowable = null; try { validate = factory.validateObject(p); } catch (Throwable t) { PoolUtils.checkRethrow(t); validationThrowable = t; } //檢查不通過則destroy if (!validate) { try { destroy(p); destroyedByBorrowValidationCount.incrementAndGet(); } catch (Exception e) { // Ignore - validation failure is more important } p = null; if (create) { NoSuchElementException nsee = new NoSuchElementException( "Unable to validate object"); nsee.initCause(validationThrowable); throw nsee; } } } } } updateStatsBorrow(p, waitTime); return p.getObject(); }
returnObject
public void returnObject(T obj) { PooledObject<T> p = allObjects.get(obj); if (!isAbandonedConfig()) { if (p == null) { throw new IllegalStateException( "Returned object not currently part of this pool"); } } else { if (p == null) { return; // Object was abandoned and removed } else { // Make sure object is not being reclaimed synchronized(p) { final PooledObjectState state = p.getState(); if (state == PooledObjectState.ABANDONED || state == PooledObjectState.INVALID) { return; } else { p.markReturning(); // Keep from being marked abandoned } } } } long activeTime = p.getActiveTimeMillis(); //驗證合格 if (getTestOnReturn()) { if (!factory.validateObject(p)) { try { destroy(p); } catch (Exception e) { swallowException(e); } updateStatsReturn(activeTime); return; } } //鈍化 try { factory.passivateObject(p); } catch (Exception e1) { swallowException(e1); try { destroy(p); } catch (Exception e) { swallowException(e); } updateStatsReturn(activeTime); return; } if (!p.deallocate()) { throw new IllegalStateException( "Object has already been retured to this pool or is invalid"); } //池大小 int maxIdleSave = getMaxIdle(); if (isClosed() || maxIdleSave > -1 && maxIdleSave <= idleObjects.size()) { try { destroy(p); } catch (Exception e) { swallowException(e); } } else { if (getLifo()) { idleObjects.addFirst(p); } else { idleObjects.addLast(p); } } updateStatsReturn(activeTime); }
GenericKeyedObjectPool和GenericObjectPool類似。這裡不再累述,下面主要說說怎麼呼叫