How to Properly Handle Class Variables with Dispose/Finalize Methods - c#

I am at a loss on how to handle a class that contains variables with Dispose/Finalize methods. I wish for this class to contain its own Dispose/Finalize methods that call upon the Dispose for each variable; however, both the C# documentation and all other answers/examples on StackOverflow are causing some confusion.
The primary confusion comes from the lack of clarification between what's a "managed" or "unmanaged" object. For example, the documentation here that explains how to implement Dispose simply uses placeholder comments that simply state "Free any unmanaged objects here." or "Free any other managed objects here."
Is a class variable with Dispose/Finalize fall under the category of managed or unmanaged? (Furthermore, should I be concerned about class variables that do NOT contain any sort of Dispose/Finalize implementations? Considering how there's two types of "management", does that mean those without "Dispose" still need to be disposed somehow?)
I.e., what would be the correct way to handle this class?
class BaseClass : IDisposable {
MyDisposeableObject disposeMe; // object with Dispose/Finalize
Dictionary<string,int> anotherObject; // just some arbitrary other object
bool disposed = false;
public BaseClass() {
disposeMe = new MyDisposeableObject();
anotherObject = new Dictionary<string,int>();
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing) {
if (disposed)
return;
if (disposing) {
// Free any other managed objects here.
// Should I use "disposeMe.Dispose()" here?
}
// Free any unmanaged objects here.
// OR should I use "disposeMe.Dispose()" here?
// Also should I be doing anything with "anotherObject"?
disposed = true;
}
~BaseClass() {
Dispose(false);
}
}

That was also a confusion for me but when I read more about memory management and GC mechanism in .Net everything became clear.
You should call disposeMe.Dispose() only if "disposing=true". Because it is a managed class/resource. I assume that it also implements this dispose and destructor pattern correctly.
Why you should not try to use any managed object outside of the if(disposing) block?
Because GC may not and does not collect your objects by following a graph from owner to owned. So, when the Dispose method is called by Destructor, disposeMe object may already be collected and unreachable. So you can not/should not dispose it in this area.
But you can free unmanaged resources, like unmanaged memory spaces you allocate, handles you opened... Since GC does not know anything about them, it can not collect and free them unless you intentionally free them. If you don't, there will be memory and handle leaks, which will eventually crash the application.

Related

Does GC.SupressFinalizer() prevent GC from collecting the managed resources?

If Finalizer (destructor) is implemented in a class and GC.SupressFinalizer() is called from the overriden Dispose() method will the Garbage Collector still take care of any managed resources the instances of that class might have?
What confuses me is Microsofts documentation on this matter. For example the implemenation of IDisposable pattern in the virtual Dispose method takes care of the managed resources as well as the unmanaged. Why is that being done if the GC is taking care of the managed resources by default?
If I define a class like this:
public class Car
{
string plateNum;
}
and use this type as a filed in a class that also deals with unmanaged resources, according to the Microsofts documentation, the proper way to handle the disposal of the objects would be to call Dispose on the Car as well. For one to do so Car has to implement the IDisposable interface. Car is only dealing with the managed resources, there is no reason for doing so in the Car class, I have no idea what Dispose() would even do there, maybe give null to the plateNum? Also why would anyone want to implement IDisposable on the class that deals with the managed resources only?
Having that in mind, why is there a section in the code in the virtual Dispose() method (in the example in the MS documentation) in which managed resources are 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.
if(disposing)
{
// Dispose managed resources.
component.Dispose();
}
// Call the appropriate methods to clean up
// unmanaged resources here.
// If disposing is false,
// only the following code is executed.
CloseHandle(handle);
handle = IntPtr.Zero;
// Note disposing has been done.
disposed = true;
}
}
The only reason that I can think of is that GC.SupressFinalize(Object) is telling to the GC that it doesn't need to take care of anything related to the object argument that is given. But this shouldn't be the case because implementing the finalizer should only mean that the object that implements it should be put on the Finalizer queue only after the object has been dealt with by the GC because the Finalizer method, that is explicitly implemented by the user, should be called.
Also if a finalizer is defined does that change the way the GC collects the managed resources that the instance contains or does it just mean that additional code contained in the finalizer will be executed?
There are many Q+A about this already on SO so I'll give you a very practical answer: You won't ever need to write a finalizer.
Summary: In the rare case that you have an unmanaged resource, use the SafeHandle class to make it a managed resource.
When you inspect the full pattern carefully you can see that without unmanaged resources the destructor (aka the Finalizer, ~MyClass() {}) code path does exactly nothing.
And actually having that Finalizer without SuppressFinalize() is very expensive, it will delay the cleanup of your object to the next GC. Promoting its data to gen 1.
The remaining reason for the full pattern with virtual void Dispose(bool) is inheritance. A resource holding class should almost never need that. So make it sealed and all you need (want) is:
public sealed MyClass : IDisposable
{
private SomeResource _myResource;
public void Dispose()
{
_myResource?.Dispose();
}
}
And when you need inheritance then this is the official pattern.

C# implementing IDisposable with GCHandle-Member

What is the correct way to implement the IDisposable-Pattern, given that the implementing class contains a GCHandle-Member?
I came up with this, but it causes my application to leak memory:
public class foo : IDisposable
{
private bool disposed = false;
private readonly byte[] bytes;
private readonly GCHandle hBytes;
private readonly IDisposable someWrapperForUnmanagedData;
public foo(byte[] bytes)
{
this.bytes = bytes;
hBytes = GCHandle.Alloc(bytes, GCHandleType.Pinned);
someWrapperForUnmanagedData = new bar(..., bytes, ...);
}
protected virtual void Dispose(bool disposing)
{
if (disposed) return;
if (disposing)
{
hBytes.Free();
}
someWrapperForUnmanagedData.Dispose();
disposed = true;
}
public void Dispose()
{
Dispose(true);
GC.SupressFinalize(this);
}
~foo() => Dispose(false);
}
Microsoft-documentation does not mention how GCHandles are supposed to be used with IDisposable, and I can't seem to find anything on the net.
Should the finalizer for foo call hBytes.Free()?
Following the documentation, the finalizer is only supposed to call cleanup-routines for unmanaged resources, which in this case is only someWrapperForUnmanagedData.
You've got your Dispose method backwards.
When your type's finalizer is called, you should release managed resources that you own.
When your type's IDisposable.Dispose() method is called, you should call Dispose on the things you own, and also release managed resources that you own.
The reason for this is straightforward. The happy case is that your type is disposed (someone calls .Dispose() on it). This gives you the opportunity to release unmanaged resources that you own, and you also need to propagate this Dispose() call down to your children so that they can release their unmanaged resources as well.
If someone forgets to call .Dispose() on you, then the GC will probably save your back by calling your finalize method. In this case, you should release any unmanaged resources you own, but you should not call into any of your children. If any of your children have their own finalizers, then:
The GC will call their finalizer separately, so you should not call it as well.
There's no guarantee of the order that types are finalized, so your children might already have been finalized.
Note the use of the term ownership. An unmanaged resource should have exactly one thing which owns it, and that is the thing which is responsible for releasing it.
Note that your someWrapperForUnmanagedData is not an unmanaged type. It's a C# class, which is very much managed. Unmanaged types are things like raw pointers. If someWrapperForUnmanagedData itself owns some other unmanaged type(s), it should implemenet IDisposable and define a finalizer in order to make sure that those are freed.
GCHandle doesn't have its own finalizer, so there's no way for it to be Free()ed by the GC. Therefore it counts as an unmanaged resource here: you'll need to manually call Free() on it.
So:
protected virtual void Dispose(bool disposing)
{
if (disposed) return;
if (disposing)
{
someWrapperForUnmanagedData.Dispose();
}
hBytes.Free();
disposed = true;
}
Note, as this doc makes clear, you should use a SafeHandle (or one of its subclasses) if possible. SafeHandle implements its own finalizer, so you don't have to.
The runtime also knows about SafeHandle, and this lets it avoid some really nasty race conditions where e.g. your type can be finalized at the same time as it is making an unmanaged call, leading to a nasty crash. If you don't understand this race, this means you should definitely be using a SafeHandle.

What should go in this Dispose() method? [duplicate]

I know from reading Microsoft documentation that the "primary" use of the IDisposable interface is to clean up unmanaged resources.
To me, "unmanaged" means things like database connections, sockets, window handles, etc. But, I've seen code where the Dispose() method is implemented to free managed resources, which seems redundant to me, since the garbage collector should take care of that for you.
For example:
public class MyCollection : IDisposable
{
private List<String> _theList = new List<String>();
private Dictionary<String, Point> _theDict = new Dictionary<String, Point>();
// Die, clear it up! (free unmanaged resources)
public void Dispose()
{
_theList.clear();
_theDict.clear();
_theList = null;
_theDict = null;
}
}
My question is, does this make the garbage collector free memory used by MyCollection any faster than it normally would?
Edit: So far people have posted some good examples of using IDisposable to clean up unmanaged resources such as database connections and bitmaps. But suppose that _theList in the above code contained a million strings, and you wanted to free that memory now, rather than waiting for the garbage collector. Would the above code accomplish that?
The point of Dispose is to free unmanaged resources. It needs to be done at some point, otherwise they will never be cleaned up. The garbage collector doesn't know how to call DeleteHandle() on a variable of type IntPtr, it doesn't know whether or not it needs to call DeleteHandle().
Note: What is an unmanaged resource? If you found it in the Microsoft .NET Framework: it's managed. If you went poking around MSDN yourself, it's unmanaged. Anything you've used P/Invoke calls to get outside of the nice comfy world of everything available to you in the .NET Framework is unmanaged – and you're now responsible for cleaning it up.
The object that you've created needs to expose some method, that the outside world can call, in order to clean up unmanaged resources. The method can be named whatever you like:
public void Cleanup()
or
public void Shutdown()
But instead there is a standardized name for this method:
public void Dispose()
There was even an interface created, IDisposable, that has just that one method:
public interface IDisposable
{
void Dispose()
}
So you make your object expose the IDisposable interface, and that way you promise that you've written that single method to clean up your unmanaged resources:
public void Dispose()
{
Win32.DestroyHandle(this.CursorFileBitmapIconServiceHandle);
}
And you're done. Except you can do better.
What if your object has allocated a 250MB System.Drawing.Bitmap (i.e. the .NET managed Bitmap class) as some sort of frame buffer? Sure, this is a managed .NET object, and the garbage collector will free it. But do you really want to leave 250MB of memory just sitting there – waiting for the garbage collector to eventually come along and free it? What if there's an open database connection? Surely we don't want that connection sitting open, waiting for the GC to finalize the object.
If the user has called Dispose() (meaning they no longer plan to use the object) why not get rid of those wasteful bitmaps and database connections?
So now we will:
get rid of unmanaged resources (because we have to), and
get rid of managed resources (because we want to be helpful)
So let's update our Dispose() method to get rid of those managed objects:
public void Dispose()
{
//Free unmanaged resources
Win32.DestroyHandle(this.CursorFileBitmapIconServiceHandle);
//Free managed resources too
if (this.databaseConnection != null)
{
this.databaseConnection.Dispose();
this.databaseConnection = null;
}
if (this.frameBufferImage != null)
{
this.frameBufferImage.Dispose();
this.frameBufferImage = null;
}
}
And all is good, except you can do better!
What if the person forgot to call Dispose() on your object? Then they would leak some unmanaged resources!
Note: They won't leak managed resources, because eventually the garbage collector is going to run, on a background thread, and free the memory associated with any unused objects. This will include your object, and any managed objects you use (e.g. the Bitmap and the DbConnection).
If the person forgot to call Dispose(), we can still save their bacon! We still have a way to call it for them: when the garbage collector finally gets around to freeing (i.e. finalizing) our object.
Note: The garbage collector will eventually free all managed objects.
When it does, it calls the Finalize
method on the object. The GC doesn't know, or
care, about your Dispose method.
That was just a name we chose for
a method we call when we want to get
rid of unmanaged stuff.
The destruction of our object by the Garbage collector is the perfect time to free those pesky unmanaged resources. We do this by overriding the Finalize() method.
Note: In C#, you don't explicitly override the Finalize() method.
You write a method that looks like a C++ destructor, and the
compiler takes that to be your implementation of the Finalize() method:
~MyObject()
{
//we're being finalized (i.e. destroyed), call Dispose in case the user forgot to
Dispose(); //<--Warning: subtle bug! Keep reading!
}
But there's a bug in that code. You see, the garbage collector runs on a background thread; you don't know the order in which two objects are destroyed. It is entirely possible that in your Dispose() code, the managed object you're trying to get rid of (because you wanted to be helpful) is no longer there:
public void Dispose()
{
//Free unmanaged resources
Win32.DestroyHandle(this.gdiCursorBitmapStreamFileHandle);
//Free managed resources too
if (this.databaseConnection != null)
{
this.databaseConnection.Dispose(); //<-- crash, GC already destroyed it
this.databaseConnection = null;
}
if (this.frameBufferImage != null)
{
this.frameBufferImage.Dispose(); //<-- crash, GC already destroyed it
this.frameBufferImage = null;
}
}
So what you need is a way for Finalize() to tell Dispose() that it should not touch any managed resources (because they might not be there anymore), while still freeing unmanaged resources.
The standard pattern to do this is to have Finalize() and Dispose() both call a third(!) method; where you pass a Boolean saying if you're calling it from Dispose() (as opposed to Finalize()), meaning it's safe to free managed resources.
This internal method could be given some arbitrary name like "CoreDispose", or "MyInternalDispose", but is tradition to call it Dispose(Boolean):
protected void Dispose(Boolean disposing)
But a more helpful parameter name might be:
protected void Dispose(Boolean itIsSafeToAlsoFreeManagedObjects)
{
//Free unmanaged resources
Win32.DestroyHandle(this.CursorFileBitmapIconServiceHandle);
//Free managed resources too, but only if I'm being called from Dispose
//(If I'm being called from Finalize then the objects might not exist
//anymore
if (itIsSafeToAlsoFreeManagedObjects)
{
if (this.databaseConnection != null)
{
this.databaseConnection.Dispose();
this.databaseConnection = null;
}
if (this.frameBufferImage != null)
{
this.frameBufferImage.Dispose();
this.frameBufferImage = null;
}
}
}
And you change your implementation of the IDisposable.Dispose() method to:
public void Dispose()
{
Dispose(true); //I am calling you from Dispose, it's safe
}
and your finalizer to:
~MyObject()
{
Dispose(false); //I am *not* calling you from Dispose, it's *not* safe
}
Note: If your object descends from an object that implements Dispose, then don't forget to call their base Dispose method when you override Dispose:
public override void Dispose()
{
try
{
Dispose(true); //true: safe to free managed resources
}
finally
{
base.Dispose();
}
}
And all is good, except you can do better!
If the user calls Dispose() on your object, then everything has been cleaned up. Later on, when the garbage collector comes along and calls Finalize, it will then call Dispose again.
Not only is this wasteful, but if your object has junk references to objects you already disposed of from the last call to Dispose(), you'll try to dispose them again!
You'll notice in my code I was careful to remove references to objects that I've disposed, so I don't try to call Dispose on a junk object reference. But that didn't stop a subtle bug from creeping in.
When the user calls Dispose(): the handle CursorFileBitmapIconServiceHandle is destroyed. Later when the garbage collector runs, it will try to destroy the same handle again.
protected void Dispose(Boolean iAmBeingCalledFromDisposeAndNotFinalize)
{
//Free unmanaged resources
Win32.DestroyHandle(this.CursorFileBitmapIconServiceHandle); //<--double destroy
...
}
The way you fix this is tell the garbage collector that it doesn't need to bother finalizing the object – its resources have already been cleaned up, and no more work is needed. You do this by calling GC.SuppressFinalize() in the Dispose() method:
public void Dispose()
{
Dispose(true); //I am calling you from Dispose, it's safe
GC.SuppressFinalize(this); //Hey, GC: don't bother calling finalize later
}
Now that the user has called Dispose(), we have:
freed unmanaged resources
freed managed resources
There's no point in the GC running the finalizer – everything's taken care of.
Couldn't I use Finalize to cleanup unmanaged resources?
The documentation for Object.Finalize says:
The Finalize method is used to perform cleanup operations on unmanaged resources held by the current object before the object is destroyed.
But the MSDN documentation also says, for IDisposable.Dispose:
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
So which is it? Which one is the place for me to cleanup unmanaged resources? The answer is:
It's your choice! But choose Dispose.
You certainly could place your unmanaged cleanup in the finalizer:
~MyObject()
{
//Free unmanaged resources
Win32.DestroyHandle(this.CursorFileBitmapIconServiceHandle);
//A C# destructor automatically calls the destructor of its base class.
}
The problem with that is you have no idea when the garbage collector will get around to finalizing your object. Your un-managed, un-needed, un-used native resources will stick around until the garbage collector eventually runs. Then it will call your finalizer method; cleaning up unmanaged resources. The documentation of Object.Finalize points this out:
The exact time when the finalizer executes is undefined. To ensure deterministic release of resources for instances of your class, implement a Close method or provide a IDisposable.Dispose implementation.
This is the virtue of using Dispose to cleanup unmanaged resources; you get to know, and control, when unmanaged resource are cleaned up. Their destruction is "deterministic".
To answer your original question: Why not release memory now, rather than for when the GC decides to do it? I have a facial recognition software that needs to get rid of 530 MB of internal images now, since they're no longer needed. When we don't: the machine grinds to a swapping halt.
Bonus Reading
For anyone who likes the style of this answer (explaining the why, so the how becomes obvious), I suggest you read Chapter One of Don Box's Essential COM:
Direct link: Chapter 1 sample by Pearson Publishing
magnet: 84bf0b960936d677190a2be355858e80ef7542c0
In 35 pages he explains the problems of using binary objects, and invents COM before your eyes. Once you realize the why of COM, the remaining 300 pages are obvious, and just detail Microsoft's implementation.
I think every programmer who has ever dealt with objects or COM should, at the very least, read the first chapter. It is the best explanation of anything ever.
Extra Bonus Reading
When everything you know is wrong archiveby Eric Lippert
It is therefore very difficult indeed to write a correct finalizer,
and the best advice I can give you is to not try.
IDisposable is often used to exploit the using statement and take advantage of an easy way to do deterministic cleanup of managed objects.
public class LoggingContext : IDisposable {
public Finicky(string name) {
Log.Write("Entering Log Context {0}", name);
Log.Indent();
}
public void Dispose() {
Log.Outdent();
}
public static void Main() {
Log.Write("Some initial stuff.");
try {
using(new LoggingContext()) {
Log.Write("Some stuff inside the context.");
throw new Exception();
}
} catch {
Log.Write("Man, that was a heavy exception caught from inside a child logging context!");
} finally {
Log.Write("Some final stuff.");
}
}
}
The purpose of the Dispose pattern is to provide a mechanism to clean up both managed and unmanaged resources and when that occurs depends on how the Dispose method is being called. In your example, the use of Dispose is not actually doing anything related to dispose, since clearing a list has no impact on that collection being disposed. Likewise, the calls to set the variables to null also have no impact on the GC.
You can take a look at this article for more details on how to implement the Dispose pattern, but it basically looks like this:
public class SimpleCleanup : IDisposable
{
// some fields that require cleanup
private SafeHandle handle;
private bool disposed = false; // to detect redundant calls
public SimpleCleanup()
{
this.handle = /*...*/;
}
protected virtual void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
// Dispose managed resources.
if (handle != null)
{
handle.Dispose();
}
}
// Dispose unmanaged managed resources.
disposed = true;
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
The method that is the most important here is the Dispose(bool), which actually runs under two different circumstances:
disposing == true: the method has been called directly or indirectly by a user's code. Managed and unmanaged resources can be disposed.
disposing == 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.
The problem with simply letting the GC take care of doing the cleanup is that you have no real control over when the GC will run a collection cycle (you can call GC.Collect(), but you really shouldn't) so resources may stay around longer than needed. Remember, calling Dispose() doesn't actually cause a collection cycle or in any way cause the GC to collect/free the object; it simply provides the means to more deterministicly cleanup the resources used and tell the GC that this cleanup has already been performed.
The whole point of IDisposable and the dispose pattern isn't about immediately freeing memory. The only time a call to Dispose will actually even have a chance of immediately freeing memory is when it is handling the disposing == false scenario and manipulating unmanaged resources. For managed code, the memory won't actually be reclaimed until the GC runs a collection cycle, which you really have no control over (other than calling GC.Collect(), which I've already mentioned is not a good idea).
Your scenario isn't really valid since strings in .NET don't use any unamanged resources and don't implement IDisposable, there is no way to force them to be "cleaned up."
There should be no further calls to an object's methods after Dispose has been called on it (although an object should tolerate further calls to Dispose). Therefore the example in the question is silly. If Dispose is called, then the object itself can be discarded. So the user should just discard all references to that whole object (set them to null) and all the related objects internal to it will automatically get cleaned up.
As for the general question about managed/unmanaged and the discussion in other answers, I think any answer to this question has to start with a definition of an unmanaged resource.
What it boils down to is that there is a function you can call to put the system into a state, and there's another function you can call to bring it back out of that state. Now, in the typical example, the first one might be a function that returns a file handle, and the second one might be a call to CloseHandle.
But - and this is the key - they could be any matching pair of functions. One builds up a state, the other tears it down. If the state has been built but not torn down yet, then an instance of the resource exists. You have to arrange for the teardown to happen at the right time - the resource is not managed by the CLR. The only automatically managed resource type is memory. There are two kinds: the GC, and the stack. Value types are managed by the stack (or by hitching a ride inside reference types), and reference types are managed by the GC.
These functions may cause state changes that can be freely interleaved, or may need to be perfectly nested. The state changes may be threadsafe, or they might not.
Look at the example in Justice's question. Changes to the Log file's indentation must be perfectly nested, or it all goes wrong. Also they are unlikely to be threadsafe.
It is possible to hitch a ride with the garbage collector to get your unmanaged resources cleaned up. But only if the state change functions are threadsafe and two states can have lifetimes that overlap in any way. So Justice's example of a resource must NOT have a finalizer! It just wouldn't help anyone.
For those kinds of resources, you can just implement IDisposable, without a finalizer. The finalizer is absolutely optional - it has to be. This is glossed over or not even mentioned in many books.
You then have to use the using statement to have any chance of ensuring that Dispose is called. This is essentially like hitching a ride with the stack (so as finalizer is to the GC, using is to the stack).
The missing part is that you have to manually write Dispose and make it call onto your fields and your base class. C++/CLI programmers don't have to do that. The compiler writes it for them in most cases.
There is an alternative, which I prefer for states that nest perfectly and are not threadsafe (apart from anything else, avoiding IDisposable spares you the problem of having an argument with someone who can't resist adding a finalizer to every class that implements IDisposable).
Instead of writing a class, you write a function. The function accepts a delegate to call back to:
public static void Indented(this Log log, Action action)
{
log.Indent();
try
{
action();
}
finally
{
log.Outdent();
}
}
And then a simple example would be:
Log.Write("Message at the top");
Log.Indented(() =>
{
Log.Write("And this is indented");
Log.Indented(() =>
{
Log.Write("This is even more indented");
});
});
Log.Write("Back at the outermost level again");
The lambda being passed in serves as a code block, so it's like you make your own control structure to serve the same purpose as using, except that you no longer have any danger of the caller abusing it. There's no way they can fail to clean up the resource.
This technique is less useful if the resource is the kind that may have overlapping lifetimes, because then you want to be able to build resource A, then resource B, then kill resource A and then later kill resource B. You can't do that if you've forced the user to perfectly nest like this. But then you need to use IDisposable (but still without a finalizer, unless you have implemented threadsafety, which isn't free).
Scenarios I make use of IDisposable: clean up unmanaged resources, unsubscribe for events, close connections
The idiom I use for implementing IDisposable (not threadsafe):
class MyClass : IDisposable {
// ...
#region IDisposable Members and Helpers
private bool disposed = false;
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing) {
if (!this.disposed) {
if (disposing) {
// cleanup code goes here
}
disposed = true;
}
}
~MyClass() {
Dispose(false);
}
#endregion
}
Yep, that code is completely redundant and unnecessary and it doesn't make the garbage collector do anything it wouldn't otherwise do (once an instance of MyCollection goes out of scope, that is.) Especially the .Clear() calls.
Answer to your edit: Sort of. If I do this:
public void WasteMemory()
{
var instance = new MyCollection(); // this one has no Dispose() method
instance.FillItWithAMillionStrings();
}
// 1 million strings are in memory, but marked for reclamation by the GC
It's functionally identical to this for purposes of memory management:
public void WasteMemory()
{
var instance = new MyCollection(); // this one has your Dispose()
instance.FillItWithAMillionStrings();
instance.Dispose();
}
// 1 million strings are in memory, but marked for reclamation by the GC
If you really really really need to free the memory this very instant, call GC.Collect(). There's no reason to do this here, though. The memory will be freed when it's needed.
If MyCollection is going to be garbage collected anyway, then you shouldn't need to dispose it. Doing so will just churn the CPU more than necessary, and may even invalidate some pre-calculated analysis that the garbage collector has already performed.
I use IDisposable to do things like ensure threads are disposed correctly, along with unmanaged resources.
EDIT In response to Scott's comment:
The only time the GC performance metrics are affected is when a call the [sic] GC.Collect() is made"
Conceptually, the GC maintains a view of the object reference graph, and all references to it from the stack frames of threads. This heap can be quite large and span many pages of memory. As an optimisation, the GC caches its analysis of pages that are unlikely to change very often to avoid rescanning the page unnecessarily. The GC receives notification from the kernel when data in a page changes, so it knows that the page is dirty and requires a rescan. If the collection is in Gen0 then it's likely that other things in the page are changing too, but this is less likely in Gen1 and Gen2. Anecdotally, these hooks were not available in Mac OS X for the team who ported the GC to Mac in order to get the Silverlight plug-in working on that platform.
Another point against unnecessary disposal of resources: imagine a situation where a process is unloading. Imagine also that the process has been running for some time. Chances are that many of that process's memory pages have been swapped to disk. At the very least they're no longer in L1 or L2 cache. In such a situation there is no point for an application that's unloading to swap all those data and code pages back into memory to 'release' resources that are going to be released by the operating system anyway when the process terminates. This applies to managed and even certain unmanaged resources. Only resources that keep non-background threads alive must be disposed, otherwise the process will remain alive.
Now, during normal execution there are ephemeral resources that must be cleaned up correctly (as #fezmonkey points out database connections, sockets, window handles) to avoid unmanaged memory leaks. These are the kinds of things that have to be disposed. If you create some class that owns a thread (and by owns I mean that it created it and therefore is responsible for ensuring it stops, at least by my coding style), then that class most likely must implement IDisposable and tear down the thread during Dispose.
The .NET framework uses the IDisposable interface as a signal, even warning, to developers that the this class must be disposed. I can't think of any types in the framework that implement IDisposable (excluding explicit interface implementations) where disposal is optional.
I won't repeat the usual stuff about Using or freeing un-managed resources, that has all been covered. But I would like to point out what seems a common misconception.
Given the following code
Public Class LargeStuff
Implements IDisposable
Private _Large as string()
'Some strange code that means _Large now contains several million long strings.
Public Sub Dispose() Implements IDisposable.Dispose
_Large=Nothing
End Sub
I realise that the Disposable implementation does not follow current guidelines, but hopefully you all get the idea.
Now, when Dispose is called, how much memory gets freed?
Answer: None.
Calling Dispose can release unmanaged resources, it CANNOT reclaim managed memory, only the GC can do that. Thats not to say that the above isn't a good idea, following the above pattern is still a good idea in fact. Once Dispose has been run, there is nothing stopping the GC re-claiming the memory that was being used by _Large, even though the instance of LargeStuff may still be in scope. The strings in _Large may also be in gen 0 but the instance of LargeStuff might be gen 2, so again, memory would be re-claimed sooner.
There is no point in adding a finaliser to call the Dispose method shown above though. That will just DELAY the re-claiming of memory to allow the finaliser to run.
In the example you posted, it still doesn't "free the memory now". All memory is garbage collected, but it may allow the memory to be collected in an earlier generation. You'd have to run some tests to be sure.
The Framework Design Guidelines are guidelines, and not rules. They tell you what the interface is primarily for, when to use it, how to use it, and when not to use it.
I once read code that was a simple RollBack() on failure utilizing IDisposable. The MiniTx class below would check a flag on Dispose() and if the Commit call never happened it would then call Rollback on itself. It added a layer of indirection making the calling code a lot easier to understand and maintain. The result looked something like:
using( MiniTx tx = new MiniTx() )
{
// code that might not work.
tx.Commit();
}
I've also seen timing / logging code do the same thing. In this case the Dispose() method stopped the timer and logged that the block had exited.
using( LogTimer log = new LogTimer("MyCategory", "Some message") )
{
// code to time...
}
So here are a couple of concrete examples that don't do any unmanaged resource cleanup, but do successfully used IDisposable to create cleaner code.
If you want to delete right now, use unmanaged memory.
See:
Marshal.AllocHGlobal
Marshal.FreeHGlobal
Marshal.DestroyStructure
If anything, I'd expect the code to be less efficient than when leaving it out.
Calling the Clear() methods are unnecessary, and the GC probably wouldn't do that if the Dispose didn't do it...
Apart from its primary use as a way to control the lifetime of system resources (completely covered by the awesome answer of Ian, kudos!), the IDisposable/using combo can also be used to scope the state change of (critical) global resources: the console, the threads, the process, any global object like an application instance.
I've written an article about this pattern: http://pragmateek.com/c-scope-your-global-state-changes-with-idisposable-and-the-using-statement/
It illustrates how you can protect some often used global state in a reusable and readable manner: console colors, current thread culture, Excel application object properties...
I see a lot of answers have shifted to talk about using IDisposable for both managed and unmanaged resources. I'd suggest this article as one of the best explanations that I've found for how IDisposable should actually be used.
https://www.codeproject.com/Articles/29534/IDisposable-What-Your-Mother-Never-Told-You-About
For the actual question; should you use IDisposable to clean up managed objects that are taking up a lot of memory the short answer would be no. The reason is that once your object that is holding the memory goes out of scope it is ready for collection. At that point any referenced child objects are also out of scope and will get collected.
The only real exception to this would be if you have a lot of memory tied up in managed objects and you've blocked that thread waiting for some operation to complete. If those objects where not going to be needed after that call completed then setting those references to null might allow the garbage collector to collect them sooner. But that scenario would represent bad code that needed to be refactored - not a use case of IDisposable.
IDisposable is good for unsubscribing from events.
Your given code sample is not a good example for IDisposable usage. Dictionary clearing normally shouldn't go to the Dispose method. Dictionary items will be cleared and disposed when it goes out of scope. IDisposable implementation is required to free some memory/handlers that will not release/free even after they out of scope.
The following example shows a good example for IDisposable pattern with some code and comments.
public class DisposeExample
{
// A base class that implements IDisposable.
// By implementing IDisposable, you are announcing that
// instances of this type allocate scarce resources.
public class MyResource: IDisposable
{
// Pointer to an external unmanaged resource.
private IntPtr handle;
// Other managed resource this class uses.
private Component component = new Component();
// Track whether Dispose has been called.
private bool disposed = false;
// The class constructor.
public MyResource(IntPtr handle)
{
this.handle = handle;
}
// Implement IDisposable.
// Do not make this method virtual.
// A derived class should not be able to override this method.
public void Dispose()
{
Dispose(true);
// This object will be cleaned up by the Dispose method.
// Therefore, you should call GC.SupressFinalize to
// take this object off the finalization queue
// and 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.
if(disposing)
{
// Dispose managed resources.
component.Dispose();
}
// Call the appropriate methods to clean up
// unmanaged resources here.
// If disposing is false,
// only the following code is executed.
CloseHandle(handle);
handle = IntPtr.Zero;
// Note disposing has been done.
disposed = true;
}
}
// Use interop to call the method necessary
// to clean up the unmanaged resource.
[System.Runtime.InteropServices.DllImport("Kernel32")]
private extern static Boolean CloseHandle(IntPtr handle);
// 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.
~MyResource()
{
// Do not re-create Dispose clean-up code here.
// Calling Dispose(false) is optimal in terms of
// readability and maintainability.
Dispose(false);
}
}
public static void Main()
{
// Insert code here to create
// and use the MyResource object.
}
}
There are things that the Dispose() operation does in the example code that might have an effect that would not occur due to a normal GC of the MyCollection object.
If the objects referenced by _theList or _theDict are referred to by other objects, then that List<> or Dictionary<> object will not be subject to collection but will suddenly have no contents. If there were no Dispose() operation as in the example, those collections would still contain their contents.
Of course, if this were the situation I would call it a broken design - I'm just pointing out (pedantically, I suppose) that the Dispose() operation might not be completely redundant, depending on whether there are other uses of the List<> or Dictionary<> that are not shown in the fragment.
One problem with most discussions of "unmanaged resources" is that they don't really define the term, but seem to imply that it has something to do with unmanaged code. While it is true that many types of unmanaged resources do interface with unmanaged code, thinking of unmanaged resources in such terms isn't helpful.
Instead, one should recognize what all managed resources have in common: they all entail an object asking some outside 'thing' to do something on its behalf, to the detriment of some other 'things', and the other entity agreeing to do so until further notice. If the object were to be abandoned and vanish without a trace, nothing would ever tell that outside 'thing' that it no longer needed to alter its behavior on behalf of the object that no longer existed; consequently, the 'thing's usefulness would be permanently diminished.
An unmanaged resource, then, represents an agreement by some outside 'thing' to alter its behavior on behalf of an object, which would useless impair the usefulness of that outside 'thing' if the object were abandoned and ceased to exist. A managed resource is an object which is the beneficiary of such an agreement, but which has signed up to receive notification if it is abandoned, and which will use such notification to put its affairs in order before it is destroyed.
First of definition. For me unmanaged resource means some class, which implements IDisposable interface or something created with usage of calls to dll. GC doesn't know how to deal with such objects. If class has for example only value types, then I don't consider this class as class with unmanaged resources.
For my code I follow next practices:
If created by me class uses some unmanaged resources then it means that I should also implement IDisposable interface in order to clean memory.
Clean objects as soon as I finished usage of it.
In my dispose method I iterate over all IDisposable members of class and call Dispose.
In my Dispose method call GC.SuppressFinalize(this) in order to notify garbage collector that my object was already cleaned up. I do it because calling of GC is expensive operation.
As additional precaution I try to make possible calling of Dispose() multiple times.
Sometime I add private member _disposed and check in method calls did object was cleaned up. And if it was cleaned up then generate ObjectDisposedException
Following template demonstrates what I described in words as sample of code:
public class SomeClass : IDisposable
{
/// <summary>
/// As usually I don't care was object disposed or not
/// </summary>
public void SomeMethod()
{
if (_disposed)
throw new ObjectDisposedException("SomeClass instance been disposed");
}
public void Dispose()
{
Dispose(true);
}
private bool _disposed;
protected virtual void Dispose(bool disposing)
{
if (_disposed)
return;
if (disposing)//we are in the first call
{
}
_disposed = true;
}
}
The most justifiable use case for disposal of managed resources, is preparation for the GC to reclaim resources that would otherwise never be collected.
A prime example is circular references.
Whilst it's best practice to use patterns that avoid circular references, if you do end up with (for example) a 'child' object that has a reference back to its 'parent', this can stop GC collection of the parent if you just abandon the reference and rely on GC - plus if you have implemented a finalizer, it'll never be called.
The only way round this is to manually break the circular references by setting the Parent references to null on the children.
Implementing IDisposable on parent and children is the best way to do this. When Dispose is called on the Parent, call Dispose on all Children, and in the child Dispose method, set the Parent references to null.
I think people are conflating the PATTERN of IDisposable with the primary purpose of IDisposable which was meant to help clean up unmanaged resources. We all know this. Some think the pattern has some sort of magical powers that clears memory and frees resources. The PATTERN does NOT do this. But the usage of the pattern with the methods that are implemented DO clear memory and free resources.
The pattern is simply a built in try{} finally{} block. Nothing more. Nothing less. So what does that mean? You can create a block of code that lets you do something at the end without having to do extra code for it. It provides a CUSTOM block you can use to segment code and scope.
My example:
//My way
using (var _ = new Metric("My Test"))
{
DoSomething(); //You now know all work in your block is being timed.
}
//MS mockup from memory
var sw = new Stopwatch();
sw.Start();
DoSomething(); //something fails? I never get the elapsed time this way
sw.Stop();
Metric class
public class Metric : IDisposable
{
private string _identifier;
private DateTime _start;
public Metric(string identifier)
{
_identifier = identifier;
_start = DateTime.Now;
}
public void Dispose()
{
Console.WriteLine(_identifier + " - " + (DateTime.Now - _start).TotalMilliseconds)
}
}

Do I need to use IDisposable?

Trying to see if I'm understanding this correctly. Regretfully, I have not had much experience with IDisposable. We're taking a static class and making it non-static, and it's a class that is responsible for making web service calls in our Xamarin app. This is an object that I would definitely not want lying around. So I thought of having this class inherit the IDisposable interface, and I implemented the methods as shown:
private bool disposedValue = false; // To detect redundant calls
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
// TODO: dispose managed state (managed objects).
}
// TODO: free unmanaged resources (unmanaged objects) and override a finalizer below.
// TODO: set large fields to null.
disposedValue = true;
}
}
// TODO: override a finalizer only if Dispose(bool disposing) above has code to free unmanaged resources.
//~WebServiceCallThread()
//{
// // Do not change this code. Put cleanup code in Dispose(bool disposing) above.
// Dispose(false);
//}
// This code added to correctly implement the disposable pattern.
public void Dispose()
{
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
Dispose(true);
// TODO: uncomment the following line if the finalizer is overridden above.
//GC.SuppressFinalize(this);
}
So all this appears to be doing, is when the Dispose method is called, it then calls a virtual method declared above Dispose(bool disposing). With the current code, this does nothing (or so it seems). It just calls the Dispose method, in which that calls an overloaded Dispose method. But nothing is actually "disposing" here.
Upon some research, it SEEMS (which is why I'm asking, I think I am understanding correctly). It says to only call a finalizer and the GC.SuppressFinalize method IF you dispose managed state. I'm not sure what dispose manage state means, but there's really nothing in my class that needs to get disposed. I just have some global int variables but that's it. The meat of this class is a HttpCall, which is already disposing of the objects automatically, as such:
public async void CallUrlHttpClient(string URL, System.Action<string> Handler, System.Action<XamarinMobile.Classes.ErrorInfo> ErrorHandler, int Tries)
{
var result = string.Empty;
didMakeSuccessfulHttpRequest = false;
using (var client = new HttpClient())
{
... Code
}
...
So here's my question: Do I need to make this class inherit IDisposable? I'm wondering if anything under the hood is being done, but it seems as if my application can just utilize the GC to get rid of my object that uses this class. This is how I call it, via a static method in a class:
public static void WebServiceCall(string URL, System.Action<string> Callback)
{
//using (XamarinMobile.Classes.WebServiceCallThread thread = new Classes.WebServiceCallThread())
//{
XamarinMobile.Classes.WebServiceCallThread thread = new Classes.WebServiceCallThread();
thread.Call(URL, Callback);
//}
}
If I understand GC correctly, once this method is done, the GC will automatically get rid of the object. So do I really need to make the WebServiceCallThread inherit from IDisposable? Again I'm asking if I'm understanding all of this correctly. If not, please correct me and let me know where I'm confused.
Thanks.
If your class created the HttpClient and maintained that instance throughout its own lifetime (like an instance variable) then you would implement IDisposable, and your Dispose() method would dispose the HttpClient.
That would be this part:
if (disposing)
{
// TODO: dispose managed state (managed objects).
_httpClient.Dispose();
}
In this case you don't need to implement IDisposable because you're already disposing your HttpClient.
using (var client = new HttpClient())
{
... Code
}
However, it's actually recommended to create one instance of HttpClient per endpoint and reuse it instead of creating and disposing over and over. (If your load isn't that heavy then you likely won't see any bad effect from creating and disposing HttpClient.)
If you wanted to avoid creating and disposing HttpClient then you could implement IDisposable. Your class either creates or receives (in its constructor) an instance of HttpClient. Now that your class "owns" that instance which needs to be disposed when your class is disposed, you make your class IDisposable. That way others know that your class needs to be disposed. They might not know why, but that's not important. By making it IDisposable you're letting them know that they need to dispose it. And then when your class is disposed it cleans up its HttpClient.
Just to provide a little extra clarification:
Many people, if asked "What is IDisposable for?" will answer that it causes garbage collection. It actually has nothing to do with garbage collection. Objects always get garbage collected when they're out of scope (there are no more references to them) whether or not they implement IDisposable.
The confusion comes up because the recommended pattern for IDisposable (which you referenced) includes a finalizer (~WebServiceCallThread()) which is called when the object is garbage collected.
When the garbage collector removes an item it calls the finalizer if there is one. This pattern causes the finalizer to call Dispose() if it hasn't been called already, just as a backup in case someone didn't call Dispose() like they were supposed to. But it's no substitute for calling Dispose() because there's no telling when the garbage collector will collect the item. There's a chance the finalizer will never get called. It's just a backup to try to mitigate what happens if consumers don't call Dispose().

dispose a list of IDisposables in the finalizer

I have a couple of unmanaged memory structures used to communicate with c++ dlls.
Each such structure has to be freed manually, so I wrap it in a MyUnmanagedStructure which implements IDisposable.
I always need a variable number of these structures together, so I have a collection MyUnmanagedStructureCollection which also implements IDisposable.
(see below for the minimal example code)
As long as the user of my library always calls Dispose() or wraps the collection with using() {} there is no problem, but I cannot assure that. I do not want to leak memory even if the user does not dispose the collection manually.
When the MyUnmanagedStructureCollection.Dispose() method is called by the garbage collection via finalizer instead, then as far as I understand I cannot be sure that my private List<MyUnmanagedStructure> has not been garbage collected already, so how can I dispose of each structure in that case?
In my finalizing code, should I attempt to iterate over the list, hoping that it has not been garbage collected yet?
Is it good practise to do this in a try/catch block, catching ObjectDisposedException?
Or should I let each unmanagedStructure "fend for itself", relying on the individual finalizers, and simply do nothing in the finalizer of my collection?
public class MyUnmanagedStructureCollection : IDisposable
{
private List<MyUnmanagedStructure> structures;
private bool disposed = false;
#region standard IDIsposable pattern
public ~MyUnmanagedStructureCollection()
{
this.Dispose(false);
}
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (!disposed)
{
// Dispose unmanaged resources
// Should not access managed resources,
// the garbage collection may have claimed them already!
// PROBLEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// this.structures is a List<MyUnmanagedStructure>; so is a managed resource!!!
foreach (var structure in this.structures)
structure.Dispose(disposing)
this.removeAllMemoryPressure();
if (disposing)
{
// Dispose managed resources.
this.structures.Clear();
this.structures = null;
}
}
disposed = true;
}
}
public class MyUnmanagedBuffer : IDisposable
{
...
}
The way the GC works is:
Find all reachable objects
Enqueue all unreachable objects with a finalizer into the finalization queue
Mark all objects that are reachable from from the finalization queue as reachable
Free the remaining unreachable objects
An object that's referenced from an object whose finalizer is running cannot have been garbage collected yet.
The only thing you need to be careful about is that the order of finalization is undefined. So the elements of the list might have been finalized yet, but not collected. Finalization is guaranteed to be single threaded, so you need locking too.
One generally tries to avoid such finalization chains, since independent finalization is simpler. But if some objects need to be disposed before others, such a construction is unavoidable.
You should also consider critical finalization using SafeHandles.
Reachability
One of the guidelines for finalization is that a Finalize method shouldn't touch other objects. People sometimes incorrectly assume that this is because those other objects have already been collected. Yet, as I have explained, the entire reachable graph from a finalizable object is promoted.
The real reason for the guideline is to avoid touching objects that may have already been finalized. That's because finalization is unordered.
Chris Brumme on finalization
Since you're MyUnmanagedBuffer class is a managed resource from point-of-view of your MyUnmanagedStructureCollection class, I think it should handle it as such. This would mean that the MyUnmanagedStructureCollection.Dispose(bool) method would be as below.
protected virtual void Dispose(bool disposing) {
if (!disposed) {
// Dispose unmanaged resources
// Should not access managed resources,
// the garbage collection may have claimed them already!
if (disposing) {
// Dispose managed resources.
// This means that we try to dispose all items in the structures collection.
if (this.structures != null) {
foreach (var structure in this.structures) {
structure.Dispose(disposing);
this.removeAllMemoryPressure(); // What does this?
}
this.structures.Clear();
this.structures = null;
}
}
}
disposed = true;
}

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