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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
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| wiki-2026-0508-object-pooling-오브젝트-풀링 | Object Pooling (오브젝트 풀링) | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
|
2026-05-10 | pending |
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Object Pooling (오브젝트 풀링)
매 한 줄
"매 expensive object 의 reuse 로 GC pressure + allocation cost 의 회피". 매 game loop / hot path / high-frequency event handler 의 standard 의 패턴 — 매 2026 의 game engine (Three.js, Bevy, Unity DOTS), DB connection pool, HTTP keep-alive, worker pool 의 universal 의 pattern.
매 핵심
매 3-component
- Pool: 매 object 의 collection (free list).
- Acquire: 매 free object 의 dequeue (또는 신규 생성).
- Release: 매 object 의 reset + enqueue.
매 언제 적용
- 매 allocation rate > 10K/sec.
- 매 object lifetime 의 짧음 (< 1 frame).
- 매 GC pause 의 user-visible (game, real-time).
- 매 expensive constructor (DB connect, file open, GPU buffer alloc).
매 응용
- Game particle system — bullet, explosion, enemy.
- DB connection pool —
pg-pool, HikariCP. - HTTP agent —
http.Agent({ keepAlive: true }). - Web Worker pool —
piscina.
💻 패턴
Generic pool (TypeScript)
class ObjectPool<T> {
private free: T[] = [];
constructor(
private factory: () => T,
private reset: (obj: T) => void,
initialSize = 0
) {
for (let i = 0; i < initialSize; i++) this.free.push(factory());
}
acquire(): T {
return this.free.pop() ?? this.factory();
}
release(obj: T): void {
this.reset(obj);
this.free.push(obj);
}
}
Three.js Vector3 pool (game loop)
import { Vector3 } from 'three';
const vec3Pool = new ObjectPool<Vector3>(
() => new Vector3(),
(v) => v.set(0, 0, 0),
256
);
function updateBullet(b: Bullet, dt: number) {
const tmp = vec3Pool.acquire();
tmp.copy(b.velocity).multiplyScalar(dt);
b.position.add(tmp);
vec3Pool.release(tmp);
}
Particle system pool
class Particle {
position = new Vector3();
velocity = new Vector3();
life = 0;
active = false;
}
class ParticleSystem {
private pool: Particle[];
private active: Particle[] = [];
constructor(maxParticles: number) {
this.pool = Array.from({ length: maxParticles }, () => new Particle());
}
spawn(pos: Vector3, vel: Vector3, life: number) {
const p = this.pool.pop();
if (!p) return; // pool exhausted
p.position.copy(pos);
p.velocity.copy(vel);
p.life = life;
p.active = true;
this.active.push(p);
}
update(dt: number) {
for (let i = this.active.length - 1; i >= 0; i--) {
const p = this.active[i];
p.life -= dt;
if (p.life <= 0) {
p.active = false;
this.active.splice(i, 1);
this.pool.push(p); // return to pool
} else {
p.position.addScaledVector(p.velocity, dt);
}
}
}
}
DB connection pool (pg)
import { Pool } from 'pg';
const pool = new Pool({
max: 20,
idleTimeoutMillis: 30_000,
connectionTimeoutMillis: 2000,
});
async function query(sql: string, params: unknown[]) {
const client = await pool.connect();
try {
return await client.query(sql, params);
} finally {
client.release(); // ← back to pool
}
}
Worker thread pool (piscina)
import Piscina from 'piscina';
const piscina = new Piscina({
filename: new URL('./worker.js', import.meta.url).href,
minThreads: 2,
maxThreads: 8,
});
const result = await piscina.run({ payload: data });
Bounded pool with backpressure
class BoundedPool<T> {
private free: T[] = [];
private waiters: ((obj: T) => void)[] = [];
private created = 0;
constructor(
private factory: () => T,
private reset: (obj: T) => void,
private max: number
) {}
async acquire(): Promise<T> {
if (this.free.length) return this.free.pop()!;
if (this.created < this.max) {
this.created++;
return this.factory();
}
return new Promise((resolve) => this.waiters.push(resolve));
}
release(obj: T): void {
this.reset(obj);
const w = this.waiters.shift();
if (w) w(obj);
else this.free.push(obj);
}
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Hot path allocation (game loop) | object pool (generic) |
| DB / network connection | bounded pool with backpressure |
| Heavy CPU task | worker thread pool (piscina) |
| Short-lived simple obj (< 1KB) | 매 V8 의 young-gen GC 의 충분 — pool 의 X |
| Object 의 reset cost > construct cost | pool 의 X |
기본값: 매 profile 후 의 적용 — premature pooling 의 X.
🔗 Graph
- 부모: Garbage Collection · V8 엔진 힙 아키텍처
- 변형: bitECS와 SharedArrayBuffer를 결합한 멀티스레드 고성능 아키텍처
- 응용: InstancedMesh 최적화 · 가변적 LOD(Level of Detail) 시스템
- Adjacent: Old_Space · 세대 가설(Generational Hypothesis)
🤖 LLM 활용
언제: game loop / real-time pipeline 의 GC pause 회피, expensive resource (DB conn, GPU buffer) 의 reuse. 언제 X: simple short-lived object — 매 modern GC 의 충분.
❌ 안티패턴
- Reset 의 누락: 매 stale state 의 leak — 매 security risk (sensitive data).
- Unbounded pool: 매 memory leak — 매 max size 의 강제.
- Pool 의 lock contention: 매 multi-thread 의 sync overhead — thread-local pool 의 고려.
- Object 의 over-aliasing: 매 release 후 의 reference 유지 — use-after-free 의 bug.
🧪 검증 / 중복
- Verified (Game Programming Patterns / R. Nystrom, V8 blog, piscina docs).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — TS generic pool, Three.js, piscina 패턴 추가 |