3 .\" Manual for resource pools
5 .\" (c) 2000, 2001, 2003, 2005, 2007, 2009, 2023, 2024 Straylight/Edgeware
8 .\"----- Licensing notice ---------------------------------------------------
10 .\" This file is part of the mLib utilities library.
12 .\" mLib is free software: you can redistribute it and/or modify it under
13 .\" the terms of the GNU Library General Public License as published by
14 .\" the Free Software Foundation; either version 2 of the License, or (at
15 .\" your option) any later version.
17 .\" mLib is distributed in the hope that it will be useful, but WITHOUT
18 .\" ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
19 .\" FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public
20 .\" License for more details.
22 .\" You should have received a copy of the GNU Library General Public
23 .\" License along with mLib. If not, write to the Free Software
24 .\" Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
27 .\"--------------------------------------------------------------------------
28 .so ../defs.man \" @@@PRE@@@
30 .\"--------------------------------------------------------------------------
31 .TH pool 3mLib "7 July 2000" "Straylight/Edgeware" "mLib utilities library"
43 .\"--------------------------------------------------------------------------
45 pool \- resource pool management
47 .\"--------------------------------------------------------------------------
51 .B "#include <mLib/pool.h>"
53 .B "typedef struct { ...\& } pool;"
57 .B " pool_resource *next;"
58 .BI " void (*destroy)(pool_resource *" r );
66 .BI "pool *pool_create(arena *" a );
67 .BI "pool *pool_sub(pool *" p );
68 .BI "void pool_destroy(pool *" p );
69 .ta \w'\fBvoid pool_add('u
70 .BI "void pool_add(pool *" p ", pool_resource *" r ,
71 .BI " void (*" dfn ")(pool_resource *" r ));
72 .BI "void *pool_alloc(pool *" p ", size_t " sz );
73 .BI "char *pool_strdup(pool *" p ", const char *" s );
74 .BI "pool_file *pool_fopen(pool *" p ", const char *" file ", const char *" how );
75 .BI "int pool_fclose(pool_file *" pf );
76 .BI "subarena *pool_subarena(pool *" p );
78 .ta \w'\fBvoid POOL_ADD('u
79 .BI "void POOL_ADD(pool *" p ", pool_resource *" r ,
80 .BI " void (*" dfn ")(pool_resource *" r ));
83 .\"--------------------------------------------------------------------------
89 is a collection of resources (e.g., memory, files) which may be disposed
94 in which case it stands on its own, or it may be a
96 of another pool (which may in turn either be a root pool or a subpool of
99 Pools manage memory efficiently. Memory is allocated in large chunks
102 and given out as necessary to callers. There is no way of freeing
103 memory dynamically; instead, the memory allocated by a pool is freed
104 when the pool is destroyed. While allocation is rapid, there is waste
105 because the allocator has to ensure that blocks are properly aligned.
106 Since pools offer an arena interface, it is possible to build a
108 over them. This also enables memory in the subarena to be reclaimed
109 when the pool is destroyed.
111 Other resources (e.g., file handles) may be added to the pool. The pool
112 will automatically release any resources it has when it's destroyed.
113 Attaching resources to an appropriate pool can therefore be a useful way
114 of avoiding memory leaks.
116 .SS "Creating and destroying pools"
117 A new root pool is created using
119 passing it an arena from which it can allocate large memory blocks.
121 A subpool is created by calling
123 naming the parent pool.
125 Pools are destroyed by passing them to
129 are completely destroyed, since the memory containing the pool structure
130 is allocated from the pool itself. Subpools, on the other hand, are
131 allocated from a parent pool, and may be reused after being `destroyed'.
133 .SS "Memory allocation"
134 Memory is allocated from a pool by calling
136 passing it the pool and the size of memory requested. There is an
137 interface for copying strings,
139 since this is a common operation. Note that there is no
141 if this is important, either use the pool's arena
143 directly or create a subpool.
149 which can be passed to other components to cause them to use the pool
150 for memory allocation.
152 .SS "Other resources"
153 Pool resources have a header of type
155 with the structure shown in the synopsis. Resources are added to the
156 pool by passing a pointer to the pool, the resource block and a
157 destruction function to
160 If your resource is freed before the pool is destroyed, manually zero
163 field in the resource header to let the pool manager know not to free
166 It's usual to allocate the resource structures from the pool's arena so
167 that they're automatically freed when the pool is destroyed.
171 may be created for a particular pool by calling
173 The subarena and its contents will be freed automatically when the pool
176 Files may be opened and registered with a pool by
180 argument specifies which pool, and the
184 arguments are passed to the standard
186 function. The return value is a pointer to a
188 structure, containing a member
190 which is the actual file handle. Don't call
192 directly on the file handle: instead pass the whole structure to
194 which will ensure that it doesn't get closed twice by accident. It's
195 advisable to close files by hand, to prevent the process from running
196 out; it's just not a disaster if you forget by accident.
198 .\"--------------------------------------------------------------------------
206 .\"--------------------------------------------------------------------------
209 Mark Wooding, <mdw@distorted.org.uk>
211 .\"----- That's all, folks --------------------------------------------------