/// <summary> /// Returns an item to the pool. /// <paramref name="item"/> the <see cref="PooledStringBuilder"/> being returned /// </summary> public void ReturnObject(PooledStringBuilder item) { // remove the lock locked[item.GetPoolIndex()] = false; // tell the item it's been returned to the pool item.ReturnToPool(); }
/// <summary> /// Determines if an item is locked. /// <paramref name="item"/> the <see cref="PooledStringBuilder"/> instance /// <returns><c>true</c> if the asset is locked, false if it is free and ready for use</returns> /// </summary> public bool IsItemLocked(PooledStringBuilder item) { return(locked[item.GetPoolIndex()]); }
/// <summary> /// Unlocks the assets, readying it for use again. /// <paramref name="item"/> the <see cref="PooledStringBuilder"/> asset /// </summary> public void UnlockItem(PooledStringBuilder item) { locked[item.GetPoolIndex()] = false; }