Object pooling is a COM+ service that enables you to reduce the overhead of creating each object from scratch. When an object is activated, it is pulled from the pool. When the object is deactivated, it is placed back into the pool to await the next request. You can configure object pooling by applying the ObjectPoolingAttribute attribute to a class that derives from the System.EnterpriseServices.ServicedComponent class.
Object pooling lets you control the number of connections you use, as opposed to connection pooling, where you control the maximum number reached.
Following are important differences between object pooling and connection pooling:
Creation. When using connection pooling, creation is on the same thread, so if there is nothing in the pool, a connection is created on your behalf. With object pooling, the pool might decide to create a new object. However, if you have already reached your maximum, it instead gives you the next available object. This is crucial behavior when it takes a long time to create an object, but you do not use it for very long.
Enforcement of minimums and maximums. This is not done in connection pooling. The maximum value in object pooling is very important when trying to scale your application. You might need to multiplex thousands of requests to just a few objects. (TPC/C benchmarks rely on this.)
COM+ object pooling is identical to what is used in .NET Framework managed SQL Client connection pooling. For example, creation is on a different thread and minimums and maximums are enforced