• No results found

Garbage Collection and Memory Management 191 

In document CSharp Handout v1.0 (Page 191-200)

Learning Objectives

After completing this session, you will be able to: ‰ Explain Memory Management ‰ Define Disposing and Destructor ‰ Explain Garbage Collection

Memory Management

Automatic memory management is one of the services that the common language runtime

provides during Managed Execution. The common language runtime's garbage collector manages the allocation and release of memory for an application. For developers, this means that you do not have to write code to perform memory management tasks when you develop managed

applications. Automatic memory management can eliminate common problems, such as forgetting to free an object and causing a memory leak, or attempting to access memory for an object that has already been freed.

Allocating Memory

When you initialize a new process, the runtime reserves a contiguous region of address space for the process. This reserved address space is called the managed heap. The managed heap maintains a pointer to the address where the next object in the heap will be allocated. Initially, this pointer is set to the managed heap's base address. All reference types are allocated on the managed heap. When an application creates the first reference type, memory is allocated for the type at the base address of the managed heap. When the application creates the next object, the garbage collector allocates memory for it in the address space immediately following the first object. As long as address space is available, the garbage collector continues to allocate space for new objects in this manner.

Allocating memory from the managed heap is faster than unmanaged memory allocation. Because the runtime allocates memory for an object by adding a value to a pointer, it is almost as fast as allocating memory from the stack. In addition, because new objects that are allocated

consecutively are stored contiguously in the managed heap, an application can access the objects very quickly.

Releasing Memory

The garbage collector's optimizing engine determines the best time to perform a collection based on the allocations being made. When the garbage collector performs a collection, it releases the memory for objects that are no longer being used by the application. It determines which objects are no longer being used by examining the application's roots. Every application has a set of roots. Each root either refers to an object on the managed heap or is set to null. An application's roots include global and static object pointers, local variables and reference object parameters on a thread's stack, and CPU registers. The garbage collector has access to the list of active roots that the just-in-time (JIT) compiler and the runtime maintain. Using this list, it examines an application's

roots, and in the process creates a graph that contains all the objects that are reachable from the roots.

Objects that are not in the graph are unreachable from the application's roots. The garbage collector considers unreachable objects garbage and will release the memory allocated for them. During a collection, the garbage collector examines the managed heap, looking for the blocks of address space occupied by unreachable objects. As it discovers each unreachable object, it uses a memory-copying function to compact the reachable objects in memory, freeing up the blocks of address spaces allocated to unreachable objects. Once the memory for the reachable objects has been compacted, the garbage collector makes the necessary pointer corrections so that the application's roots point to the objects in their new locations. It also positions the managed heap's pointer after the last reachable object. Note that memory is compacted only if a collection

discovers a significant number of unreachable objects. If all the objects in the managed heap survive a collection, then there is no need for memory compaction.

To improve performance, the runtime allocates memory for large objects in a separate heap. The garbage collector automatically releases the memory for large objects. However, to avoid moving large objects in memory, this memory is not compacted.

Generations and Performance

To optimize the performance of the garbage collector, the managed heap is divided into three generations: 0, 1, and 2. The runtime's garbage collection algorithm is based on several generalizations that the computer software industry has discovered to be true by experimenting with garbage collection schemes. First, it is faster to compact the memory for a portion of the managed heap than for the entire managed heap. Secondly, newer objects will have shorter lifetimes and older objects will have longer lifetimes. Lastly, newer objects tend to be related to each other and accessed by the application around the same time.

The runtime's garbage collector stores new objects in generation 0. Objects created early in the application's lifetime that survive collections are promoted and stored in generations 1 and 2. The process of object promotion is described later in this topic. Because it is faster to compact a portion of the managed heap than the entire heap, this scheme allows the garbage collector to release the memory in a specific generation rather than release the memory for the entire managed heap each time it performs a collection.

In reality, the garbage collector performs a collection when generation 0 is full. If an application attempts to create a new object when generation 0 is full, the garbage collector discovers that there is no address space remaining in generation 0 to allocate for the object. The garbage collector performs a collection in an attempt to free address space in generation 0 for the object. The garbage collector starts by examining the objects in generation 0 rather than all objects in the managed heap. This is the most efficient approach, because new objects tend to have short lifetimes, and it is expected that many of the objects in generation 0 will no longer be in use by the application when a collection is performed. In addition, a collection of generation 0 alone often reclaims enough memory to allow the application to continue creating new objects.

After the garbage collector performs a collection of generation 0, it compacts the memory for the reachable objects as explained in Releasing Memory earlier in this topic. The garbage collector then promotes these objects and considers this portion of the managed heap generation 1. Because objects that survive collections tend to have longer lifetimes, it makes sense to promote them to a higher generation. As a result, the garbage collector does not have to reexamine the objects in generations 1 and 2 each time it performs a collection of generation 0.

After the garbage collector performs its first collection of generation 0 and promotes the reachable objects to generation 1, it considers the remainder of the managed heap generation 0. It continues to allocate memory for new objects in generation 0 until generation 0 is full and it is necessary to perform another collection. At this point, the garbage collector's optimizing engine determines whether it is necessary to examine the objects in older generations. For example, if a collection of generation 0 does not reclaim enough memory for the application to successfully complete its attempt to create a new object, the garbage collector can perform a collection of generation 1, then generation 0. If this does not reclaim enough memory, the garbage collector can perform a

collection of generations 2, 1, and 0. After each collection, the garbage collector compacts the reachable objects in generation 0 and promotes them to generation 1. Objects in generation 1 that survive collections are promoted to generation 2. Because the garbage collector supports only three generations, objects in generation 2 that survive a collection remain in generation 2 until they are determined to be unreachable in a future collection.

Releasing Memory for Unmanaged Resources

For the majority of the objects that your application creates, you can rely on the garbage collector to automatically perform the necessary memory management tasks. However, unmanaged resources require explicit cleanup. The most common type of unmanaged resource is an object that wraps an operating system resource, such as a file handle, window handle, or network connection. Although the garbage collector is able to track the lifetime of a managed object that encapsulates an unmanaged resource, it does not have specific knowledge about how to clean up the resource. When you create an object that encapsulates an unmanaged resource, it is

recommended that you provide the necessary code to clean up the unmanaged resource in a public Dispose method. By providing a Dispose method, you enable users of your object to explicitly free its memory when they are finished with the object. When you use an object that encapsulates an unmanaged resource, you should be aware of Dispose and call it as necessary.

Garbage Collection:

The .NET Framework's garbage collector manages the allocation and release of memory for your application. Each time you use the new operator to create an object, the runtime allocates memory for the object from the managed heap. As long as address space is available in the managed heap, the runtime continues to allocate space for new objects. However, memory is not infinite. Eventually the garbage collector must perform a collection in order to free some memory. The garbage collector's optimizing engine determines the best time to perform a collection, based upon the allocations being made. When the garbage collector performs a collection, it checks for objects in the managed heap that are no longer being used by the application and performs the necessary operations to reclaim their memory.

For the majority of the objects that your application creates, you can rely on the .NET Framework's garbage collector to implicitly perform all the necessary memory management tasks. However, when you create objects that encapsulate unmanaged resources, you must explicitly release the unmanaged resources when you are finished using them in your application. The most common

type of unmanaged resource is an object that wraps an operating system resource, such as a file, window, or network connection. Although the garbage collector is able to track the lifetime of an object that encapsulates an unmanaged resource, it does not have specific knowledge about how to clean up the resource. For these types of objects, the .NET Framework provides the

Object.Finalize method, which allows an object to clean up its unmanaged resources properly when the garbage collector reclaims the memory used by the object. By default, the Finalize method does nothing. If you want the garbage collector to perform cleanup operations on your object before it reclaims the object's memory, you must override the Finalize method in your class.

The garbage collector keeps track of objects that have Finalize methods, using an internal structure called the finalization queue. Each time your application creates an object that has a Finalize method, the garbage collector places an entry in the finalization queue that points to that object. The finalization queue contains entries for all the objects in the managed heap that need to have their finalization code called before the garbage collector can reclaim their memory.

Implementing Finalize methods or destructors can have a negative impact on performance and you should avoid using them unnecessarily. Reclaiming the memory used by objects with Finalize methods requires at least two garbage collections. When the garbage collector performs a collection, it reclaims the memory for inaccessible objects without finalizers. At this time, it cannot collect the inaccessible objects that do have finalizers. Instead, it removes the entries for these objects from the finalization queue and places them in a list of objects marked as ready for

finalization. Entries in this list point to the objects in the managed heap that are ready to have their finalization code called. The garbage collector calls the Finalize methods for the objects in this list and then removes the entries from the list. A future garbage collection will determine that the finalized objects are truly garbage because they are no longer pointed to by entries in the list of objects marked as ready for finalization. In this future garbage collection, the objects' memory is actually reclaimed.

Cleaning up Unmanaged Resources

The users should be prevented from calling an object's Finalize method directly by limiting its scope to protected. In addition, you are strongly discouraged from calling a Finalize method for a class other than your base class directly from your application's code. To properly dispose of unmanaged resources, it is recommended that you implement a public Dispose or Close method that executes the necessary cleanup code for the object. The IDisposable interface provides the Dispose method for resource classes that implement the interface. Because it is public, users of your application can call the Dispose method directly to free memory used by unmanaged resources. When you properly implement a Dispose method, the Finalize method becomes a safeguard to clean up resources in the event that the Dispose method is not called.

Implementing a Dispose method

A type's Dispose method should release all the resources that it owns. It should also release all resources owned by its base types by calling its parent type's Dispose method. The parent type's Dispose method should release all resources that it owns and in turn call its parent type's Dispose method, propagating this pattern through the hierarchy of base types. To help ensure that

resources are always cleaned up appropriately, a Dispose method should be callable multiple times without throwing an exception.

A Dispose method should call the GC.SuppressFinalize method for the object it is disposing. If the object is currently on the finalization queue, GC.SuppressFinalize prevents its Finalize method from being called. Remember that executing a Finalize method is costly to performance. If your Dispose method has already done the work to clean up the object, then it is not necessary for the garbage collector to call the object's Finalize method.

The purpose of the following code example is to illustrate the recommended design pattern for implementing a Dispose method for classes that encapsulate unmanaged resources. This pattern is implemented throughout the .NET Framework.

// Design pattern for the base class.

// By implementing IDisposable, you are announcing that instances of this type allocate scarce resources.

public class BaseResource: IDisposable {

private IntPtr handle;

private Component Components;

// Track whether Dispose has been called. private bool disposed = false;

// Implement IDisposable.

// Do not make this method virtual. A derived class should not be able to override this method.

public void Dispose() {

Dispose(true);

// Take yourself off the Finalization queue to prevent finalization code for this object

// from executing a second time. GC.SuppressFinalize(this);

}

// Dispose(bool disposing) executes in two distinct scenarios. If disposing equals true, the method has been called directly or indirectly by a user's code. Managed and unmanaged resources can be disposed. If disposing equals false, the method has been called by the runtime from inside the finalizer and you should not reference other objects. Only unmanaged resources can be disposed.

protected virtual void Dispose(bool disposing) {

// Check to see if Dispose has already been called. if(!this.disposed)

{

// If disposing equals true, dispose all managed and unmanaged resources.

{

// Dispose managed resources. Components.Dispose();

}

// Release unmanaged resources. If disposing is false, only the following code is executed.

CloseHandle(handle); handle = IntPtr.Zero; }

disposed = true; }

// Use C# destructor syntax for finalization code. This destructor will run only if the Dispose method does not get called. It gives your base class the opportunity to finalize. Do not provide destructors in types derived from this class.

~BaseResource() {

// Do not re-create Dispose clean-up code here. Calling

Dispose(false) is optimal in terms of readability and maintainability. Dispose(false);

}

// Allow your Dispose method to be called multiple times, but throw an exception if the object has been disposed. Whenever you do something with this class, check to see if it has been disposed.

public void DoSomething() {

if(this.disposed) {

throw new ObjectDisposedException(); }

} }

// Design pattern for a derived class. public class MyResourceWrapper: BaseResource {

private ManagedResource addedManaged; private NativeResource addedNative; private bool disposed = false;

protected override void Dispose(bool disposing) {

{ try {

if(disposing) {

// Release the managed resources you added in this derived class here.

addedManaged.Dispose(); }

// Release the native unmanaged resources you added in this derived class here.

CloseHandle(addedNative); this.disposed = true; }

finally {

// Call Dispose on your base class. base.Dispose(disposing);

} } } }

Using Objects that Encapsulate Resources

When you write code that uses an object that encapsulates a resource, you should make sure that the object's Dispose method gets called when you are finished using the object. You can do this with the C# using statement or by implementing a try/finally block in other languages that target the common language runtime.

C# Using Statement

The C# programming language's using statement makes a call to the Dispose method more automatic, by simplifying the code that you must write to create and clean up an object. The using statement obtains one or more resources, executes the statements that you specify, and then disposes of the object. Note that the using statement is only useful for objects with a lifetime that does not extend beyond the method in which the objects are constructed. The following code example creates and cleans up an instance of the ResourceWrapper class, as illustrated in the C# example of implementing a Dispose method.

class myApp {

public static void Main() {

using (ResourceWrapper r1 = new ResourceWrapper()) {

// Do something with the object. r1.DoSomething();

} }

The preceding code, incorporating the using statement, is equivalent to the following. class myApp

{

public static void Main() {

ResourceWrapper r1 = new ResourceWrapper(); try

{

// Do something with the object. r1.DoSomething();

}

finally {

// Check for a null resource. if (r1 != null)

// Call the object's Dispose method. r1.Dispose();

} } }

Forcing a Garbage Collection

The garbage collection GC class provides the GC.Collect method, which you can use to give your application some direct control over the garbage collector. In general, you should avoid calling any of the collect methods and allow the garbage collector to run independently. In most cases, the garbage collector is better at determining the best time to perform a collection. In certain rare situations, however, forcing a collection might improve your application's performance. It might be appropriate to use the GC.Collect method in a situation where there is a significant reduction in the amount of memory being used at a defined point in your application's code. For example, an application might use a document that references a significant number of unmanaged resources. When your application closes the document, you know definitively that the resources the document has been using are no longer needed. For performance reasons, it makes sense to release them all at once. For more information, see the GC.Collect Method.

Before the garbage collector performs a collection, it suspends all currently executing threads. This can become a performance issue if you call GC.Collect more often than is necessary. You should also be careful not to place code that calls GC.Collect at a point in your program where users could call it frequently. This would defeat the optimizing engine in the garbage collector, which

In document CSharp Handout v1.0 (Page 191-200)