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Pool of objects with objects that are already on the scene in advance


Pool of objects with objects that are already on the scene in advance

By : user3100778
Date : January 12 2021, 09:11 PM
will be helpful for those in need You can use the profiler to check, but ultimately inactive objects only take up memory - processing cost is negligible.
In past there had been some corner cases related to having inactive objects parented to active objects that have their Transform change often, but this may not be an issue at this point. Still, parenting your pool objects to a separate object is good for organizational purposes (like not having to look at 300 things on the top level of your scene hierarchy view).
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Java apache.commons.pool : How to set a maximum idle time for the objects from the pool?

Java apache.commons.pool : How to set a maximum idle time for the objects from the pool?


By : gurban
Date : March 29 2020, 07:55 AM
this one helps. Ok, auto answer ;-p
There are fields in the implementations that control exactly that. For example, in the implementation GenericObjectPool, there is the field DEFAULT_MIN_EVICTABLE_IDLE_TIME_MILLIS that says how much time can be an idle object in the pool before being eligible for eviction.
How to get the elements on a scene JavaFX/Add objects to Scene dynamically

How to get the elements on a scene JavaFX/Add objects to Scene dynamically


By : user2535581
Date : March 29 2020, 07:55 AM
I wish did fix the issue. Consider the Pane#getChildren method. You can loop in the list, and if you find a Pane, you can recursively call the method again.
Be careful because not JavaFX elements are subclass of Pane.
Keyed object pool not keeping minimum number of idle objects in pool at all times

Keyed object pool not keeping minimum number of idle objects in pool at all times


By : user7667667
Date : March 29 2020, 07:55 AM
hope this fix your issue minEvictableIdleTimeMillis does not honor the minIdle, what you are looking for is softMinEvictableIdleTimeMillis. Refer to the below documentation :
https://commons.apache.org/proper/commons-pool/apidocs/org/apache/commons/pool2/impl/BaseGenericObjectPool.html#setSoftMinEvictableIdleTimeMillis(long)
Attempting to add objects to active scene in Unity, but objects load in parent scene

Attempting to add objects to active scene in Unity, but objects load in parent scene


By : Mangesh Vhatkar
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , Your SceneController passes it's transform to the GameMap Setup method. (I assume that the SceneController transform is the "app" object?)
The GameMap Setup method then creates the gates and uses the given parentTransform as a parent for each gate (because it's passend in the GameObject.Instantiate method)
How to return objects to the Pool by timeout using apache commons pool

How to return objects to the Pool by timeout using apache commons pool


By : morse
Date : March 29 2020, 07:55 AM
it helps some times Assuming that the destroy / create new approach is OK and you are using version 2.0+ of commons pool, you can use abandoned object tracking and removal to make sure capacity is not permanently leaked when objects are borrowed and never returned. See the javadoc for AbandonedConfig for the configuration settings and the GenericObjectPool constructor that takes an AbandonedConfig instance as an argument. With abandoned object tracking and removal enabled, the pool will destroy instances that have been borrowed but not returned for longer than the removeAbandonedTimeout when the pool is low on capacity.
If for some reason you have to use a version 1.x pool, you can grab the source or use directly the AbandonedObjectPool that ships with DBCP 1.x.
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