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This is an example of documentation generated by ZigDoc, an alternative to Zig's built-in Auto Doc feature. See also examples in other modes/formats. The project being documented here (as the example) is the Zig standard library. Public Type Function

Extra

Public Type Function
std.heap.memory_pool.Extra
pub fn Extra(comptime Item: type, comptime pool_options: Options) type

A memory pool that can allocate objects of a single type very quickly. Use this when you need to allocate a lot of objects of the same type, because it outperforms general purpose allocators. Functions that potentially allocate memory accept an Allocator parameter.

Fields

Structs

Types

Values

  • pub const item_size

    Size of the memory pool items. This is not necessarily the same as @sizeOf(Item) as the pool also uses the items for internal means.

  • pub const item_alignment

    Alignment of the memory pool items. This is not necessarily the same as @alignOf(Item) as the pool also uses the items for internal means.

  • const ItemPtr
  • pub const empty

    A MemoryPool containing no elements.

Functions

pub fn initCapacity(allocator: Allocator, num: usize) Allocator.Error!Pool

Creates a new memory pool and pre-allocates num items. This allows up to num active allocations before an OutOfMemory error might happen when calling create().

pub fn deinit(pool: *Pool, allocator: Allocator) void

Destroys the memory pool and frees all allocated memory.

pub fn addCapacity(pool: *Pool, allocator: Allocator, num: usize) Allocator.Error!void

Pre-allocates num items and adds them to the memory pool. This allows at least num active allocations before an OutOfMemory error might happen when calling create().

pub fn reset(pool: *Pool, allocator: Allocator, mode: ResetMode) bool

Resets the memory pool and destroys all allocated items. This can be used to batch-destroy all objects without invalidating the memory pool.

The function will return whether the reset operation was successful or not. If the reallocation failed false is returned. The pool will still be fully functional in that case, all memory is released. Future allocations just might be slower.

NOTE: If mode is free_all, the function will always return true.

pub fn create(pool: *Pool, allocator: Allocator) Allocator.Error!ItemPtr

Creates a new item and adds it to the memory pool. allocator may be undefined if pool is not growable.

pub fn destroy(pool: *Pool, ptr: ItemPtr) void

Destroys a previously created item. Only pass items to ptr that were previously created with create() of the same memory pool!

fn allocNew(pool: *Pool, allocator: Allocator) Allocator.Error!*align(item_alignment.toByteUnits()) [item_size]u8

File

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pub fn Extra(comptime Item: type, comptime pool_options: Options) type {
    if (pool_options.alignment) |a| {
        if (a.compare(.eq, .of(Item))) {
            var new_options = pool_options;
            new_options.alignment = null;
            return Extra(Item, new_options);
        }
    }
    return struct {
        const Pool = @This();

        arena_state: std.heap.ArenaAllocator.State,
        free_list: std.SinglyLinkedList,

        /// Size of the memory pool items. This is not necessarily the same
        /// as `@sizeOf(Item)` as the pool also uses the items for internal means.
        pub const item_size = @max(@sizeOf(Node), @sizeOf(Item));

        /// Alignment of the memory pool items. This is not necessarily the same
        /// as `@alignOf(Item)` as the pool also uses the items for internal means.
        pub const item_alignment: Alignment = .max(pool_options.alignment orelse .of(Item), .of(Node));

        const Node = std.SinglyLinkedList.Node;
        const ItemPtr = *align(item_alignment.toByteUnits()) Item;

        /// A MemoryPool containing no elements.
        pub const empty: Pool = .{
            .arena_state = .{},
            .free_list = .{},
        };

        /// Creates a new memory pool and pre-allocates `num` items.
        /// This allows up to `num` active allocations before an
        /// `OutOfMemory` error might happen when calling `create()`.
        pub fn initCapacity(allocator: Allocator, num: usize) Allocator.Error!Pool {
            var pool: Pool = .empty;
            errdefer pool.deinit(allocator);
            try pool.addCapacity(allocator, num);
            return pool;
        }

        /// Destroys the memory pool and frees all allocated memory.
        pub fn deinit(pool: *Pool, allocator: Allocator) void {
            pool.arena_state.promote(allocator).deinit();
            pool.* = undefined;
        }

        /// Pre-allocates `num` items and adds them to the memory pool.
        /// This allows at least `num` active allocations before an
        /// `OutOfMemory` error might happen when calling `create()`.
        pub fn addCapacity(pool: *Pool, allocator: Allocator, num: usize) Allocator.Error!void {
            var i: usize = 0;
            while (i < num) : (i += 1) {
                const memory = try pool.allocNew(allocator);
                pool.free_list.prepend(@ptrCast(memory));
            }
        }

        pub const ResetMode = std.heap.ArenaAllocator.ResetMode;

        /// Resets the memory pool and destroys all allocated items.
        /// This can be used to batch-destroy all objects without invalidating the memory pool.
        ///
        /// The function will return whether the reset operation was successful or not.
        /// If the reallocation  failed `false` is returned. The pool will still be fully
        /// functional in that case, all memory is released. Future allocations just might
        /// be slower.
        ///
        /// NOTE: If `mode` is `free_all`, the function will always return `true`.
        pub fn reset(pool: *Pool, allocator: Allocator, mode: ResetMode) bool {
            // TODO: Potentially store all allocated objects in a list as well, allowing to
            // just move them into the free list instead of actually releasing the memory.

            var arena = pool.arena_state.promote(allocator);
            defer pool.arena_state = arena.state;

            const reset_successful = arena.reset(mode);
            pool.free_list = .{};

            return reset_successful;
        }

        /// Creates a new item and adds it to the memory pool.
        /// `allocator` may be `undefined` if pool is not `growable`.
        pub fn create(pool: *Pool, allocator: Allocator) Allocator.Error!ItemPtr {
            const ptr: ItemPtr = if (pool.free_list.popFirst()) |node|
                @ptrCast(@alignCast(node))
            else if (pool_options.growable)
                @ptrCast(try pool.allocNew(allocator))
            else
                return error.OutOfMemory;

            ptr.* = undefined;
            return ptr;
        }

        /// Destroys a previously created item.
        /// Only pass items to `ptr` that were previously created with `create()` of the same memory pool!
        pub fn destroy(pool: *Pool, ptr: ItemPtr) void {
            ptr.* = undefined;
            pool.free_list.prepend(@ptrCast(ptr));
        }

        fn allocNew(pool: *Pool, allocator: Allocator) Allocator.Error!*align(item_alignment.toByteUnits()) [item_size]u8 {
            var arena = pool.arena_state.promote(allocator);
            defer pool.arena_state = arena.state;
            const memory = try arena.allocator().alignedAlloc(u8, item_alignment, item_size);
            return memory[0..item_size];
        }
    };
}