mplementing proper resource management for your applications can be a difficult, tedious task. It can distract your concentration from the real problems that you're trying to solve. Wouldn't it be wonderful if some mechanism existed that simplified the mind-numbing task of memory management for the developer? Fortunately, in .NET there is: garbage collection (GC).
Let's back up a minute. Every program uses resources of one sort or anotherâ€"memory buffers, screen space, network connections, database resources, and so on. In fact, in an object-oriented environment, every type identifies some resource available for your program's use. To use any of these resources requires that memory be allocated to represent the type. The steps required to access a resource are as follows:
- Allocate memory for the type that represents the resource.
- Initialize the memory to set the initial state of the resource and to make the resource usable.
- Use the resource by accessing the instance members of the type (repeat as necessary).
- Tear down the state of the resource to clean up.
- Free the memory.
This seemingly simple paradigm has been one of the major sources of programming errors. After all, how many times have you forgotten to free memory when it is no longer needed or attempted to use memory after you've already freed it?
These two bugs are worse than most other application bugs because what the consequences will be and when those consequences will occur are typically unpredictable. For other bugs, when you see your application misbehaving, you just fix it. But these two bugs cause resource leaks (memory consumption) and object corruption (destabilization), making your application perform in unpredictable ways at unpredictable times. In fact, there are many tools (such as the Task Manager, the System Monitor ActiveX® Control, CompuWare's BoundsChecker, and Rational's Purify) that are specifically designed to help developers locate these types of bugs.
As I examine GC, you'll notice that it completely absolves the developer from tracking memory usage and knowing when to free memory. However, the garbage collector doesn't know anything about the resource represented by the type in memory. This means that a garbage collector can't know how to perform step fourâ€"tearing down the state of a resource. To get a resource to clean up properly, the developer must write code that knows how to properly clean up a resource. In the .NET Framework, the developer writes this code in a Close, Dispose, or Finalize method, which I'll describe later. However, as you'll see later, the garbage collector can determine when to call this method automatically.
Also, many types represent resources that do not require any cleanup. For example, a Rectangle resource can be completely cleaned up simply by destroying the left, right, width, and height fields maintained in the type's memory. On the other hand, a type that represents a file resource or a network connection resource will require the execution of some explicit clean up code when the resource is to be destroyed. I will explain how to accomplish all of this properly. For now, let's examine how memory is allocated and how resources are initialized.
Resource Allocation
The Microsoft® .NET common language runtime requires that all resources be allocated from the managed heap. This is similar to a C-runtime heap except that you never free objects from the managed heapâ€"objects are automatically freed when they are no longer needed by the application. This, of course, raises the question: how does the managed heap know when an object is no longer in use by the application? I will address this question shortly.
There are several GC algorithms in use today. Each algorithm is fine-tuned for a particular environment in order to provide the best performance. This article concentrates on the GC algorithm that is used by the common language runtime. Let's start with the basic concepts.
When a process is initialized, the runtime reserves a contiguous region of address space that initially has no storage allocated for it. This address space region is the managed heap. The heap also maintains a pointer, which I'll call the NextObjPtr. This pointer indicates where the next object is to be allocated within the heap. Initially, the NextObjPtr is set to the base address of the reserved address space region.
An application creates an object using the new operator. This operator first makes sure that the bytes required by the new object fit in the reserved region (committing storage if necessary). If the object fits, then NextObjPtr points to the object in the heap, this object's constructor is called, and the new operator returns the address of the object.
Figure 1Managed Heap
At this point, NextObjPtr is incremented past the object so that it points to where the next object will be placed in the heap. Figure 1 shows a managed heap consisting of three objects: A, B, and C. The next object to be allocated will be placed where NextObjPtr points (immediately after object C).
Now let's look at how the C-runtime heap allocates memory. In a C-runtime heap, allocating memory for an object requires walking though a linked list of data structures. Once a large enough block is found, that block has to be split, and pointers in the linked list nodes must be modified to keep everything intact. For the managed heap, allocating an object simply means adding a value to a pointerâ€"this is blazingly fast by comparison. In fact, allocating an object from the managed heap is nearly as fast as allocating memory from a thread's stack!
So far, it sounds like the managed heap is far superior to the C-runtime heap due to its speed and simplicity of implementation. Of course, the managed heap gains these advantages because it makes one really big assumption: address space and storage are infinite. This assumption is (without a doubt) ridiculous, and there must be a mechanism employed by the managed heap that allows the heap to make this assumption. This mechanism is called the garbage collector. Let's see how it works.
When an application calls the new operator to create an object, there may not be enough address space left in the region to allocate to the object. The heap detects this by adding the size of the new object to NextObjPtr. If NextObjPtr is beyond the end of the address space region, then the heap is full and a collection must be performed.
In reality, a collection occurs when generation 0 is completely full. Briefly, a generation is a mechanism implemented by the garbage collector in order to improve performance. The idea is that newly created objects are part of a young generation, and objects created early in the application's lifecycle are in an old generation. Separating objects into generations can allow the garbage collector to collect specific generations instead of collecting all objects in the managed heap. Generations will be discussed in more detail in Part 2 of this article.
The Garbage Collection Algorithm
The garbage collector checks to see if there are any objects in the heap that are no longer being used by the application. If such objects exist, then the memory used by these objects can be reclaimed. (If no more memory is available for the heap, then the new operator throws an OutOfMemoryException.) How does the garbage collector know if the application is using an object or not? As you might imagine, this isn't a simple question to answer.
Every application has a set of roots. Roots identify storage locations, which refer to objects on the managed heap or to objects that are set to null. For example, all the global and static object pointers in an application are considered part of the application's roots. In addition, any local variable/parameter object pointers on a thread's stack are considered part of the application's roots. Finally, any CPU registers containing pointers to objects in the managed heap are also considered part of the application's roots. The list of active roots is maintained by the just-in-time (JIT) compiler and common language runtime, and is made accessible to the garbage collector's algorithm.
When the garbage collector starts running, it makes the assumption that all objects in the heap are garbage. In other words, it assumes that none of the application's roots refer to any objects in the heap. Now, the garbage collector starts walking the roots and building a graph of all objects reachable from the roots. For example, the garbage collector may locate a global variable that points to an object in the heap.
Figure 2 shows a heap with several allocated objects where the application's roots refer directly to objects A, C, D, and F. All of these objects become part of the graph. When adding object D, the collector notices that this object refers to object H, and object H is also added to the graph. The collector continues to walk through all reachable objects recursively.
Figure 2Allocated Objects in Heap
Once this part of the graph is complete, the garbage collector checks the next root and walks the objects again. As the garbage collector walks from object to object, if it attempts to add an object to the graph that it previously added, then the garbage collector can stop walking down that path. This serves two purposes. First, it helps performance significantly since it doesn't walk through a set of objects more than once. Second, it prevents infinite loops should you have any circular linked lists of objects.
Once all the roots have been checked, the garbage collector's graph contains the set of all objects that are somehow reachable from the application's roots; any objects that are not in the graph are not accessible by the application, and are therefore considered garbage. The garbage collector now walks through the heap linearly, looking for contiguous blocks of garbage objects (now considered free space). The garbage collector then shifts the non-garbage objects down in memory (using the standard memcpy function that you've known for years), removing all of the gaps in the heap. Of course, moving the objects in memory invalidates all pointers to the objects. So the garbage collector must modify the application's roots so that the pointers point to the objects' new locations. In addition, if any object contains a pointer to another object, the garbage collector is responsible for correcting these pointers as well. Figure 3 shows the managed heap after a collection.
Figure 3Managed Heap after Collection
After all the garbage has been identified, all the non-garbage has been compacted, and all the non-garbage pointers have been fixed-up, the NextObjPtr is positioned just after the last non-garbage object. At this point, the new operation is tried again and the resource requested by the application is successfully created.
As you can see, a GC generates a significant performance hit, and this is the major downside of using a managed heap. However, keep in mind that GCs only occur when the heap is full and, until then, the managed heap is significantly faster than a C-runtime heap. The runtime's garbage collector also offers some optimizations that greatly improve the performance of garbage collection. I'll discuss these optimizations in Part 2 of this article when I talk about generations.
There are a few important things to note at this point. You no longer have to implement any code that manages the lifetime of any resources that your application uses. And notice how the two bugs I discussed at the beginning of this article no longer exist. First, it is not possible to leak resources, since any resource not accessible from your application's roots can be collected at some point. Second, it is not possible to access a resource that is freed, since the resource won't be freed if it is reachable. If it's not reachable, then your application has no way to access it. The code in Figure 4 demonstrates how resources are allocated and managed.
If GC is so great, you might be wondering why it isn't in ANSI C++. The reason is that a garbage collector must be able to identify an application's roots and must also be able to find all object pointers. The problem with C++ is that it allows casting a pointer from one type to another, and there's no way to know what a pointer refers to. In the common language runtime, the managed heap always knows the actual type of an object, and the metadata information is used to determine which members of an object refer to other objects.
Finalization
The garbage collector offers an additional feature that you may want to take advantage of: finalization. Finalization allows a resource to gracefully clean up after itself when it is being collected. By using finalization, a resource representing a file or network connection is able to clean itself up properly when the garbage collector decides to free the resource's memory.
Here is an oversimplification of what happens: when the garbage collector detects that an object is garbage, the garbage collector calls the object's Finalize method (if it exists) and then the object's memory is reclaimed. For example, let's say you have the following type (in C#):
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