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    IBlockPool

    IBlockPool and IBlockPool<T> are interfaces for types that manage recycleable data bocks. Block size is preconfigured, usually 4096. Having only one block size across the process makes it lot more efficient.

    /// <summary>Block pool allocates and recycles memory blocks that are used for buffers.</summary>
    public interface IBlockPool
    {
        /// <summary>Block size, typically 4096</summary>
        int BlockSize { get; set; }
        /// <summary>Has capability to disconnect block</summary>
        bool CanDisconnect { get; }
        /// <summary>Element type</summary>
        Type ElementType { get; }
    }
    
    /// <summary>Block pool allocates and recycles memory blocks that are used for buffers.</summary>
    public interface IBlockPool<T> : IBlockPool
    {
        /// <summary>Try to allocate <paramref name="block"/>, if no blocks are available returns false and null.</summary>
        /// <returns>true if <paramref name="block"/> was placed with block, false if there were not free space</returns>
        bool TryAllocate(bool cleared, out T[] block);
    
        /// <summary>Allocate block. If no blocks are available, then waits until one is returned.</summary>
        /// <returns>block</returns>
        T[] Allocate(bool cleared);
    
        /// <summary>
        /// Return <paramref name="block"/> back to the block pool.
        /// 
        /// If there is a thread waiting to get a block, then the thread is woken up and is distributed the block.
        /// </summary>
        /// <param name="block">block to return</param>
        void Return(T[] block, bool clearContent = true);
    
        /// <summary>
        /// Return <paramref name="blocks"/> back to the block pool.
        /// 
        /// If there is a thread waiting to get a block, then the thread is woken up and provided one.
        /// </summary>
        /// <param name="blocks">block to return</param>
        void Return(IEnumerable<T[]?> blocks, bool clearContent = true);
    
        /// <summary>
        /// Disconnect <paramref name="block"/> from pool. <paramref name="block"/> is a block that has been allocated by the pool earlier on.
        /// 
        /// The caller gets the ownership of <paramref name="block"/>.
        /// </summary>
        /// <param name="block"></param>
        void Disconnect(T[] block);
    
        /// <summary>
        /// Disconnect <paramref name="blocks"/> from the pool. <paramref name="blocks"/> have been allocated by the pool earlier on.
        /// 
        /// The caller gets the ownership of <paramref name="blocks"/>.
        /// </summary>
        /// <param name="blocks"></param>
        void Disconnect(IEnumerable<T[]?> blocks);
    }
    


    ArrayBlockPool<T>.Instance is singleton that forwards pooling to ArrayPool<T>.Shared. This is the recommended block pool to use.

    IBlockPool<byte> pool = ArrayBlockPool<byte>.Instance;
    

    new ArrayBlockPool<T>(blockSize) creates for specific blockSize. It forwards pooling to ArrayPool<T>.Shared.

    IBlockPool<byte> pool = new ArrayBlockPool<byte>(blockSize: 4096);
    

    BlockPool<T>.Instance is singleton for alternative block pool class. This has more features, but doesn't share pool with standard library.

    IBlockPool<byte> pool = BlockPool<byte>.Instance;
    

    new BlockPool<T>() creates new block pool.

    IBlockPool<byte> pool = new BlockPool<byte>(blockSize: 1024, maxBlockCount: 3, maxRecycleQueue: 3);
    

    PseudoPool<T>.Instance is a pseudo-pool. It doesn't pool anything, but uses new T[] for allocation, and lets blocks be collected by GC.

    IBlockPool<byte> pool = PseudoPool<byte>.Instance;
    

    .Allocate(clear) and .Return(clear) acquire and return blocks to and from pool.

    // Allocate dirty block
    byte[] data = ArrayBlockPool<byte>.Instance.Allocate(cleared: false);
    // Return block
    ArrayBlockPool<byte>.Instance.Return(data, clearContent: false);
    

    Full Example

    Full example
    using Avalanche.Memory;
    
    public class blockpool
    {
        public static void Run()
        {
            {
                // <01>
                IBlockPool<byte> pool = ArrayBlockPool<byte>.Instance;
                // </01>
            }
            {
                // <02>
                IBlockPool<byte> pool = new ArrayBlockPool<byte>(blockSize: 4096);
                // </02>
            }
            {
                // <03>
                IBlockPool<byte> pool = BlockPool<byte>.Instance;
                // </03>
            }
            {
                // <04>
                IBlockPool<byte> pool = new BlockPool<byte>(blockSize: 1024, maxBlockCount: 3, maxRecycleQueue: 3);
                // </04>
            }
            {
                // <05>
                IBlockPool<byte> pool = PseudoPool<byte>.Instance;
                // </05>
            }
            {
                // <06>
                // Allocate dirty block
                byte[] data = ArrayBlockPool<byte>.Instance.Allocate(cleared: false);
                // Return block
                ArrayBlockPool<byte>.Instance.Return(data, clearContent: false);
                // </06>
            }
        }
    }
    
    
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