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ssv445

Lorem Ipsum MCP Server

by ssv445
Pool.d.ts7.12 kB
/** * @since 2.0.0 */ import type * as Duration from "./Duration.js"; import type * as Effect from "./Effect.js"; import type { Pipeable } from "./Pipeable.js"; import type * as Scope from "./Scope.js"; import type * as Types from "./Types.js"; import type * as Unify from "./Unify.js"; /** * @since 2.0.0 * @category symbols */ export declare const PoolTypeId: unique symbol; /** * @since 2.0.0 * @category symbols */ export type PoolTypeId = typeof PoolTypeId; /** * A `Pool<A, E>` is a pool of items of type `A`, each of which may be * associated with the acquisition and release of resources. An attempt to get * an item `A` from a pool may fail with an error of type `E`. * * @since 2.0.0 * @category models */ export interface Pool<in out A, out E = never> extends Pool.Variance<A, E>, Effect.Effect<A, E, Scope.Scope>, Pipeable { /** * Retrieves an item from the pool in a scoped effect. Note that if * acquisition fails, then the returned effect will fail for that same reason. * Retrying a failed acquisition attempt will repeat the acquisition attempt. */ readonly get: Effect.Effect<A, E, Scope.Scope>; /** * Invalidates the specified item. This will cause the pool to eventually * reallocate the item, although this reallocation may occur lazily rather * than eagerly. */ invalidate(item: A): Effect.Effect<void>; readonly [Unify.typeSymbol]?: unknown; readonly [Unify.unifySymbol]?: PoolUnify<this>; readonly [Unify.ignoreSymbol]?: PoolUnifyIgnore; } /** * @category models * @since 3.9.0 */ export interface PoolUnify<A extends { [Unify.typeSymbol]?: any; }> extends Effect.EffectUnify<A> { Pool?: () => Extract<A[Unify.typeSymbol], Pool<any, any>> extends Pool<infer A0, infer _E0> | infer _ ? A0 extends any ? Extract<A[Unify.typeSymbol], Pool<A0, any>> extends Pool<A0, infer E1> ? Pool<A0, E1> : never : never : never; } /** * @category models * @since 3.9.0 */ export interface PoolUnifyIgnore extends Effect.EffectUnifyIgnore { Effect?: true; } /** * @since 2.0.0 */ export declare namespace Pool { /** * @since 2.0.0 * @category models */ interface Variance<in out A, out E> { readonly [PoolTypeId]: { readonly _A: Types.Invariant<A>; readonly _E: Types.Covariant<E>; }; } } /** * Returns `true` if the specified value is a `Pool`, `false` otherwise. * * @since 2.0.0 * @category refinements */ export declare const isPool: (u: unknown) => u is Pool<unknown, unknown>; /** * Makes a new pool of the specified fixed size. The pool is returned in a * `Scope`, which governs the lifetime of the pool. When the pool is shutdown * because the `Scope` is closed, the individual items allocated by the pool * will be released in some unspecified order. * * By setting the `concurrency` parameter, you can control the level of concurrent * access per pool item. By default, the number of permits is set to `1`. * * `targetUtilization` determines when to create new pool items. It is a value * between 0 and 1, where 1 means only create new pool items when all the existing * items are fully utilized. * * A `targetUtilization` of 0.5 will create new pool items when the existing items are * 50% utilized. * * @since 2.0.0 * @category constructors */ export declare const make: <A, E, R>(options: { readonly acquire: Effect.Effect<A, E, R>; readonly size: number; readonly concurrency?: number | undefined; readonly targetUtilization?: number | undefined; }) => Effect.Effect<Pool<A, E>, never, Scope.Scope | R>; /** * Makes a new pool with the specified minimum and maximum sizes and time to * live before a pool whose excess items are not being used will be shrunk * down to the minimum size. The pool is returned in a `Scope`, which governs * the lifetime of the pool. When the pool is shutdown because the `Scope` is * used, the individual items allocated by the pool will be released in some * unspecified order. * * By setting the `concurrency` parameter, you can control the level of concurrent * access per pool item. By default, the number of permits is set to `1`. * * `targetUtilization` determines when to create new pool items. It is a value * between 0 and 1, where 1 means only create new pool items when all the existing * items are fully utilized. * * A `targetUtilization` of 0.5 will create new pool items when the existing items are * 50% utilized. * * The `timeToLiveStrategy` determines how items are invalidated. If set to * "creation", then items are invalidated based on their creation time. If set * to "usage", then items are invalidated based on pool usage. * * By default, the `timeToLiveStrategy` is set to "usage". * * ```ts skip-type-checking * import { createConnection } from "mysql2"; * import { Duration, Effect, Pool } from "effect" * * const acquireDBConnection = Effect.acquireRelease( * Effect.sync(() => createConnection('mysql://...')), * (connection) => Effect.sync(() => connection.end(() => {})), * ) * * const connectionPool = Effect.flatMap( * Pool.makeWithTTL({ * acquire: acquireDBConnection, * min: 10, * max: 20, * timeToLive: Duration.seconds(60) * }), * (pool) => pool.get * ) * ``` * * @since 2.0.0 * @category constructors */ export declare const makeWithTTL: <A, E, R>(options: { readonly acquire: Effect.Effect<A, E, R>; readonly min: number; readonly max: number; readonly concurrency?: number | undefined; readonly targetUtilization?: number | undefined; readonly timeToLive: Duration.DurationInput; readonly timeToLiveStrategy?: "creation" | "usage" | undefined; }) => Effect.Effect<Pool<A, E>, never, Scope.Scope | R>; /** * Retrieves an item from the pool in a scoped effect. Note that if * acquisition fails, then the returned effect will fail for that same reason. * Retrying a failed acquisition attempt will repeat the acquisition attempt. * * @since 2.0.0 * @category getters */ export declare const get: <A, E>(self: Pool<A, E>) => Effect.Effect<A, E, Scope.Scope>; /** * Invalidates the specified item. This will cause the pool to eventually * reallocate the item, although this reallocation may occur lazily rather * than eagerly. * * @since 2.0.0 * @category combinators */ export declare const invalidate: { /** * Invalidates the specified item. This will cause the pool to eventually * reallocate the item, although this reallocation may occur lazily rather * than eagerly. * * @since 2.0.0 * @category combinators */ <A>(value: A): <E>(self: Pool<A, E>) => Effect.Effect<void, never, Scope.Scope>; /** * Invalidates the specified item. This will cause the pool to eventually * reallocate the item, although this reallocation may occur lazily rather * than eagerly. * * @since 2.0.0 * @category combinators */ <A, E>(self: Pool<A, E>, value: A): Effect.Effect<void, never, Scope.Scope>; }; //# sourceMappingURL=Pool.d.ts.map

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