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node_modules/effect/dist/esm/Pool.js
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node_modules/effect/dist/esm/Pool.js
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import * as internal from "./internal/pool.js";
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/**
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* @since 2.0.0
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* @category symbols
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*/
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export const PoolTypeId = internal.PoolTypeId;
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/**
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* Returns `true` if the specified value is a `Pool`, `false` otherwise.
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*
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* @since 2.0.0
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* @category refinements
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*/
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export const isPool = internal.isPool;
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/**
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* Makes a new pool of the specified fixed size. The pool is returned in a
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* `Scope`, which governs the lifetime of the pool. When the pool is shutdown
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* because the `Scope` is closed, the individual items allocated by the pool
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* will be released in some unspecified order.
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*
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* By setting the `concurrency` parameter, you can control the level of concurrent
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* access per pool item. By default, the number of permits is set to `1`.
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*
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* `targetUtilization` determines when to create new pool items. It is a value
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* between 0 and 1, where 1 means only create new pool items when all the existing
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* items are fully utilized.
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*
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* A `targetUtilization` of 0.5 will create new pool items when the existing items are
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* 50% utilized.
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*
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* @since 2.0.0
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* @category constructors
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*/
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export const make = internal.make;
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/**
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* Makes a new pool with the specified minimum and maximum sizes and time to
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* live before a pool whose excess items are not being used will be shrunk
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* down to the minimum size. The pool is returned in a `Scope`, which governs
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* the lifetime of the pool. When the pool is shutdown because the `Scope` is
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* used, the individual items allocated by the pool will be released in some
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* unspecified order.
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*
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* By setting the `concurrency` parameter, you can control the level of concurrent
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* access per pool item. By default, the number of permits is set to `1`.
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*
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* `targetUtilization` determines when to create new pool items. It is a value
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* between 0 and 1, where 1 means only create new pool items when all the existing
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* items are fully utilized.
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*
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* A `targetUtilization` of 0.5 will create new pool items when the existing items are
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* 50% utilized.
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*
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* The `timeToLiveStrategy` determines how items are invalidated. If set to
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* "creation", then items are invalidated based on their creation time. If set
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* to "usage", then items are invalidated based on pool usage.
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*
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* By default, the `timeToLiveStrategy` is set to "usage".
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*
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* ```ts skip-type-checking
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* import { createConnection } from "mysql2";
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* import { Duration, Effect, Pool } from "effect"
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*
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* const acquireDBConnection = Effect.acquireRelease(
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* Effect.sync(() => createConnection('mysql://...')),
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* (connection) => Effect.sync(() => connection.end(() => {})),
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* )
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*
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* const connectionPool = Effect.flatMap(
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* Pool.makeWithTTL({
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* acquire: acquireDBConnection,
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* min: 10,
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* max: 20,
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* timeToLive: Duration.seconds(60)
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* }),
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* (pool) => pool.get
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* )
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* ```
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*
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* @since 2.0.0
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* @category constructors
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*/
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export const makeWithTTL = internal.makeWithTTL;
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/**
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* Retrieves an item from the pool in a scoped effect. Note that if
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* acquisition fails, then the returned effect will fail for that same reason.
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* Retrying a failed acquisition attempt will repeat the acquisition attempt.
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*
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* @since 2.0.0
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* @category getters
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*/
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export const get = internal.get;
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/**
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* Invalidates the specified item. This will cause the pool to eventually
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* reallocate the item, although this reallocation may occur lazily rather
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* than eagerly.
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*
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* @since 2.0.0
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* @category combinators
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*/
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export const invalidate = internal.invalidate;
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//# sourceMappingURL=Pool.js.map
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