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    <title>DEV Community: yurtrimu</title>
    <description>The latest articles on DEV Community by yurtrimu (@yurtrimu).</description>
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      <title>DEV Community: yurtrimu</title>
      <link>https://dev.to/yurtrimu</link>
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      <title>Why I built a simple C object pool (C89, O(1) allocation, no malloc churn)</title>
      <dc:creator>yurtrimu</dc:creator>
      <pubDate>Sat, 30 May 2026 00:47:05 +0000</pubDate>
      <link>https://dev.to/yurtrimu/why-i-built-a-simple-c-object-pool-c89-o1-allocation-no-malloc-churn-59bn</link>
      <guid>https://dev.to/yurtrimu/why-i-built-a-simple-c-object-pool-c89-o1-allocation-no-malloc-churn-59bn</guid>
      <description>&lt;p&gt;Dynamic memory allocation in C is flexible, but it becomes a bottleneck in systems where objects are created and destroyed frequently. Repeated malloc/free calls can introduce overhead, fragmentation, and unpredictable latency.&lt;/p&gt;

&lt;p&gt;To avoid that, I built a small object pool in C89.&lt;/p&gt;

&lt;p&gt;The idea is simple: instead of allocating and freeing objects continuously, you allocate a fixed block of memory once at initialization. After that, objects are reused from that block.&lt;/p&gt;

&lt;p&gt;Allocation and deallocation become constant time operations (O(1)), since the pool just tracks free slots internally.&lt;/p&gt;

&lt;p&gt;Core behavior:&lt;/p&gt;

&lt;p&gt;A fixed number of objects are preallocated&lt;br&gt;
Objects are reused instead of freed back to the heap&lt;br&gt;
No repeated heap allocation after initialization&lt;br&gt;
Predictable performance characteristics&lt;/p&gt;

&lt;p&gt;This pattern is commonly used in:&lt;/p&gt;

&lt;p&gt;Game engines (particles, entities, bullets)&lt;br&gt;
Networking systems (packet buffers)&lt;br&gt;
Embedded systems with constrained or deterministic memory requirements&lt;br&gt;
Real-time systems where allocation jitter is unacceptable&lt;/p&gt;

&lt;p&gt;The API is intentionally minimal: a simple push/pop model where you “take” an object from the pool, use it, and return it when done.&lt;/p&gt;

&lt;p&gt;Conceptually:&lt;/p&gt;

&lt;p&gt;pop → get an object from the pool&lt;br&gt;
use it&lt;br&gt;
push → return it to the pool&lt;/p&gt;

&lt;p&gt;This avoids fragmentation because memory is never returned to the general heap during normal operation. Instead, reuse is managed internally.&lt;/p&gt;

&lt;p&gt;Tradeoff:&lt;br&gt;
The main limitation is fixed capacity. If the pool is full, allocation fails or must be handled explicitly depending on configuration. This is a deliberate constraint to guarantee predictable behavior.&lt;/p&gt;

&lt;p&gt;The implementation is kept C89-compatible and dependency-free so it can be dropped into low-level projects without modification.&lt;/p&gt;

&lt;p&gt;Repository:&lt;br&gt;
&lt;a href="https://github.com/xyurt/object-pool" rel="noopener noreferrer"&gt;https://github.com/xyurt/object-pool&lt;/a&gt;&lt;/p&gt;

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      <category>c</category>
      <category>programming</category>
      <category>gamedev</category>
      <category>performance</category>
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