Why can't GCHandle.Alloc pin objects containing references? - c#

I suspect that the reason this function doesn't exist is that implementing it is complex and that few people need it. To be safe, you'd want pinning to work transitively, i.e., you'd want the entire graph of reachable objects to be pinned. But it doesn't seem like something that fundamentally can't be done.
E.g., suppose you have the following class:
[StructLayout(LayoutKind.Sequential)]
class SomeObject
{
public SomeObject r;
}
which you allocate like:
SomeObject o = new SomeObject();
and you try to pin it with:
GCHandle oh = GCHandle.Alloc(o, GCHandleType.Pinned);
you'll get the dreaded:
Object contains non-primitive or non-blittable data.
OK, fine, I can live with that. But suppose I had access to .NET's garbage collector implementation. What would be the obstacles? Here are the obstacles I see:
Circular references.
You want the garbage collector to limit itself to objects inside the app's heap(s).
It could take a long time.
It would be hard/painful to make the operation atomic.
It seems to me that the GC already has to deal with some of these issues. So what am I forgetting?
NOTE: Before you ask "What are you trying to accomplish?", etc., the purpose of my asking is for research code, not necessarily limited to C#, and not necessarily limited to the CLR. I understand that fiddling with the runtime's own memory is not a typical scenario. In any case, this isn't a purely speculative question.
NOTE 2: Also, I don't care about marshaling. I'm just concerned about pinning.

The GC just knows that whatever you are going to next isn't going to work. You pin memory for a reason, surely it is to obtain a stable IntPtr to the object. Which you then next, say, pass to unmanaged code.
There is however a problem with the content of the pointed-to memory. It contains a pointer to a managed object. That pointer is going to randomly change whenever another thread allocates memory and triggers a collection. Which will play havoc on any code that uses the pinned memory content. There is no way to obtain a stable pointer, you can't "freeze" the collector. Pinning the pointer doesn't work either, it just passes the buck to the next pointed-to object. Hopefully it becomes null sooner or later, it would have to, but GC.Alloc doesn't travel the entire dependency graph to check that, there's no decent upper-bound on how long that can take. Getting an entire generation pinned is possible, that's a very hard deadlock.
Ugly problems, it was just much simpler to forbid it. Not much of a real problem, pinvoke happens everyday anyway.

Related

When are method local .NET objects eligible for GC?

Assume I have a C# method like this: (obviously not real code)
byte[] foo()
{
var a = MethodThatReturns500mbObject();
var b = MethodThatReturns200mbObject(a);
byte[] c = MethodThatReturns150mbByteArray(b);
byte[] d = UnwiselyCopyThatHugeArray(c);
return d;
}
As you can guess by the naming, the objects that are returned by these methods are gigantic. Hundreds of megabytes total RAM required by each, although the first two objects are composed of millions of smaller objects instead of one huge chunk like the latter two arrays.
We're going to optimize this into a streaming solution soon, but in the meantime I'd like to make sure that at least we're not preventing GC of the earlier objects while executing code to produce the later objects.
My question is this: will object a be eligible for GC as soon as MethodThatReturns200mbObject(a) returns? If not, what's the best way to let the GC know that there's a 500MB present waiting for it?
The core of my question is whether the .NET GC's determination of "this object has no references" is smart enough to know that a cannot be referenced after MethodThatReturns200mbObject(a) returns. Even though var a is still theoretically available to later code, a is not referenced anywhere below the second line of the method. In theory, the compiler could let the GC know that a is unreferenced. But in practice, I'm not sure how it behaves. Do you know?
This post explains it with examples.
In theory, the compiler could let the GC know that a is unreferenced. But in practice, I'm not sure how it behaves. Do you know?
The correct answer is that it depends on the project configuration
whether the object will be eligible for garbage collection at the end
of the method. As discussed in When do I need to use GC.KeepAlive?
(which also describes the purpose of GC.KeepAlive – in short, it’s a
way of referencing or “using” a variable making sure that the
optimizer won’t optimize the usage away), the garbage collector might
decide to collect objects as soon as they are not usable by any
executing code anymore. This can very well happen in situations where
it would be valid to access a reference (at compile time), but no such
code has been written.
However, when compiling and executing code in Debug-mode, the compiler
prevents this from happening to ease debugging. As a result, the
correct implementation of our test method includes a preprocessor
directive:
Another good read When do I need to use GC.KeepAlive?

C# Garbage Collection -> to C++ delete

I'm converting a C# project to C++ and have a question about deleting objects after use. In C# the GC of course takes care of deleting objects, but in C++ it has to be done explicitly using the delete keyword.
My question is, is it ok to just follow each object's usage throughout a method and then delete it as soon as it goes out of scope (ie method end/re-assignment)?
I know though that the GC waits for a certain size of garbage (~1MB) before deleting; does it do this because there is an overhead when using delete?
As this is a game I am creating there will potentially be lots of objects being created and deleted every second, so would it be better to keep track of pointers that go out of scope, and once that size reachs 1MB to then delete the pointers?
(as a side note: later when the game is optimised, objects will be loaded once at startup so there is not much to delete during gameplay)
Your problem is that you are using pointers in C++.
This is a fundamental problem that you must fix, then all your problems go away. As chance would have it, I got so fed up with this general trend that I created a set of presentation slides on this issue. – (CC BY, so feel free to use them).
Have a look at the slides. While they are certainly not entirely serious, the fundamental message is still true: Don’t use pointers. But more accurately, the message should read: Don’t use delete.
In your particular situation you might find yourself with a lot of long-lived small objects. This is indeed a situation which a modern GC handles quite well, and which reference-counting smart pointers (shared_ptr) handle less efficiently. If (and only if!) this becomes a performance problem, consider switching to a small object allocator library.
You should be using RAII as much as possible in C++ so you do not have to explicitly deleteanything anytime.
Once you use RAII through smart pointers and your own resource managing classes every dynamic allocation you make will exist only till there are any possible references to it, You do not have to manage any resources explicitly.
Memory management in C# and C++ is completely different. You shouldn't try to mimic the behavior of .NET's GC in C++. In .NET allocating memory is super fast (basically moving a pointer) whereas freeing it is the heavy task. In C++ allocating memory isn't that lightweight for several reasons, mainly because a large enough chunk of memory has to be found. When memory chunks of different sizes are allocated and freed many times during the execution of the program the heap can get fragmented, containing many small "holes" of free memory. In .NET this won't happen because the GC will compact the heap. Freeing memory in C++ is quite fast, though.
Best practices in .NET don't necessarily work in C++. For example, pooling and reusing objects in .NET isn't recommended most of the time, because the objects get promoted to higher generations by the GC. The GC works best for short lived objects. On the other hand, pooling objects in C++ can be very useful to avoid heap fragmentation. Also, allocating a larger chunk of memory and using placement new can work great for many smaller objects that need to be allocated and freed frequently, as it can occur in games. Read up on general memory management techniques in C++ such as RAII or placement new.
Also, I'd recommend getting the books "Effective C++" and "More effective C++".
Well, the simplest solution might be to just use garbage collection in
C++. The Boehm collector works well, for example. Still, there are
pros and cons (but porting code originally written in C# would be a
likely candidate for a case where the pros largely outweigh the cons.)
Otherwise, if you convert the code to idiomatic C++, there shouldn't be
that many dynamically allocated objects to worry about. Unlike C#, C++
has value semantics by default, and most of your short lived objects
should be simply local variables, possibly copied if they are returned,
but not allocated dynamically. In C++, dynamic allocation is normally
only used for entity objects, whose lifetime depends on external events;
e.g. a Monster is created at some random time, with a probability
depending on the game state, and is deleted at some later time, in
reaction to events which change the game state. In this case, you
delete the object when the monster ceases to be part of the game. In
C#, you probably have a dispose function, or something similar, for
such objects, since they typically have concrete actions which must be
carried out when they cease to exist—things like deregistering as
an Observer, if that's one of the patterns you're using. In C++, this
sort of thing is typically handled by the destructor, and instead of
calling dispose, you call delete the object.
Substituting a shared_ptr in every instance that you use a reference in C# would get you the closest approximation at probably the lowest effort input when converting the code.
However you specifically mention following an objects use through a method and deleteing at the end - a better approach is not to new up the object at all but simply instantiate it inline/on the stack. In fact if you take this approach even for returned objects with the new copy semantics being introduced this becomes an efficient way to deal with returned objects also - so there is no need to use pointers in almost every scenario.
There are a lot more things to take into considerations when deallocating objects than just calling delete whenever it goes out of scope. You have to make sure that you only call delete once and only call it once all pointers to that object have gone out of scope. The garbage collector in .NET handles all of that for you.
The construct that is mostly corresponding to that in C++ is tr1::shared_ptr<> which keeps a reference counter to the object and deallocates when it drops to zero. A first approach to get things running would be to make all C# references in to C++ tr1::shared_ptr<>. Then you can go into those places where it is a performance bottleneck (only after you've verified with a profile that it is an actual bottleneck) and change to more efficient memory handling.
GC feature of c++ has been discussed a lot in SO.
Try Reading through this!!
Garbage Collection in C++

C# - Garbage Collection

Ok so I understand about the stack and the heap (values live on the Stack, references on the Heap).
When I declare a new instance of a Class, this lives on the heap, with a reference to this point in memory on the stack. I also know that C# does it's own Garbage Collection (ie. It determines when an instanciated class is no longer in use and reclaims the memory).
I have 2 questions:
Is my understanding of Garbage Collection correct?
Can I do my own? If so is there any real benefit to doing this myself or should I just leave it.
I ask because I have a method in a For loop. Every time I go through a loop, I create a new instance of my Class. In my head I visualise all of these classes lying around in a heap, not doing anything but taking up memory and I want to get rid of them as quickly as I can to keep things neat and tidy!
Am I understanding this correctly or am I missing something?
Ok so I understand about the stack and the heap (values live on the Stack, references on the Heap
I don't think you understand about the stack and the heap. If values live on the stack then where does an array of integers live? Integers are values. Are you telling me that an array of integers keeps its integers on the stack? When you return an array of integers from a method, say, with ten thousand integers in it, are you telling me that those ten thousand integers are copied onto the stack?
Values live on the stack when they live on the stack, and live on the heap when they live on the heap. The idea that the type of a thing has to do with the lifetime of its storage is nonsense. Storage locations that are short lived go on the stack; storage locations that are long lived go on the heap, and that is independent of their type. A long-lived int has to go on the heap, same as a long-lived instance of a class.
When I declare a new instance of a Class, this lives on the heap, with a reference to this point in memory on the stack.
Why does the reference have to go on the stack? Again, the lifetime of the storage of the reference has nothing to do with its type. If the storage of the reference is long-lived then the reference goes on the heap.
I also know that C# does it's own Garbage Collection (ie. It determines when an instanciated class is no longer in use and reclaims the memory).
The C# language does not do so; the CLR does so.
Is my understanding of Garbage Collection correct?
You seem to believe a lot of lies about the stack and the heap, so odds are good no, it's not.
Can I do my own?
Not in C#, no.
I ask because I have a method in a For loop. Every time I go through a loop, I create a new instance of my Class. In my head I visualise all of these classes lying around in a heap, not doing anything but taking up memory and I want to get rid of them as quickly as I can to keep things neat and tidy!
The whole point of garbage collection is to free you from worrying about tidying up. That's why its called "automatic garbage collection". It tidies for you.
If you are worried that your loops are creating collection pressure, and you wish to avoid collection pressure for performance reasons then I advise that you pursue a pooling strategy. It would be wise to start with an explicit pooling strategy; that is:
while(whatever)
{
Frob f = FrobPool.FetchFromPool();
f.Blah();
FrobPool.ReturnToPool(f);
}
rather than attempting to do automatic pooling using a resurrecting finalizer. I advise against both finalizers and object resurrection in general unless you are an expert on finalization semantics.
The pool of course allocates a new Frob if there is not one in the pool. If there is one in the pool, then it hands it out and removes it from the pool until it is put back in. (If you forget to put a Frob back in the pool, the GC will get to it eventually.) By pursuing a pooling strategy you cause the GC to eventually move all the Frobs to the generation 2 heap, instead of creating lots of collection pressure in the generation 0 heap. The collection pressure then disappears because no new Frobs are allocated. If something else is producing collection pressure, the Frobs are all safely in the gen 2 heap where they are rarely visited.
This of course is the exact opposite of the strategy you described; the whole point of the pooling strategy is to cause objects to hang around forever. Objects hanging around forever is a good thing if you're going to use them.
Of course, do not make these sorts of changes before you know via profiling that you have a performance problem due to collection pressure! It is rare to have such a problem on the desktop CLR; it is rather more common on the compact CLR.
More generally, if you are the kind of person who feels uncomfortable having a memory manager clean up for you on its schedule, then C# is not the right language for you. Consider C instead.
values live on the Stack, references on the Heap
This is an implementation detail. There is nothing to stop a .NET Framework from storing both on the stack.
I also know that C# does it's own Garbage Collection
C# has nothing to do with this. This is a service provided by the CLR. VB.NET, F#, etc all still have garbage collection.
The CLR will remove an object from memory if it has no strong roots. For example, when your class instance goes out of scope in your for loop. There will be a few lying around, but they will get collected eventually, either by garbage collection or the program terminating.
Can I do my own? If so is there any real benefit to doing this myself or should I just leave it?
You can use GC.Collect to force a collection. You should not do it because it is an expensive operation. More expensive than letting a few objects occupy memory a little bit longer than they are absolutely needed. The GC is incredibly good at what it does on its own. You will also force short lived objects to promote to generations they wouldn't get normally.
First off, to Erics seminal post about The truth about value types
Secondly on Garbage collection, the collector knows far more about your running program than you do, don't try to second guess it unless you're in the incredibly unlikely situation that you have a memory leak.
So to your second question, no don't try to "help" the GC.
I'll find a post to this effect on the CG and update this answer.
Can I do my own? If so is there any real benefit to doing this myself or should I just leave it.
Yes you can with GC.Collect but you shouldn't. The GC is optimized for variables that are short lived, ones in a method, and variables that are long lived, ones that generally stick around for the life time of the application.
Variables that are in-between aren't as common and aren't really optimum for the GC.
By forcing a GC.Collect you're more likely to cause variables in scope to be in forced into that in-between state which is the opposite from you are trying to accomplish.
Also from the MSDN article Writing High-Performance Managed Applications : A Primer
The GC is self-tuning and will adjust itself according to applications
memory requirements. In most cases programmatically invoking a GC will
hinder that tuning. "Helping" the GC by calling GC.Collect will more
than likely not improve your applications performance
Your understanding of Garbage Collection is good enough. Essentially, an unreferenced instance is deemed as being out-of-scope and no longer needed. Having determined this, the collector will remove an unreferenced object at some future point.
There's no way to force the Garbage Collector to collect just a specific instance. You can ask it to do its normal "collect everything possible" operation GC.Collect(), but you shouldn't.; the garbage-collector is efficient and effective if you just leave it to its own devices.
In particular it excels at collecting objects which have a short lifespan, just like those that are created as temporary objects. You shouldn't have to worry about creating loads of objects in a loop, unless they have a long lifespan that prevents immediate collection.
Please see this related question with regard to the Stack and Heap.
In your specific scenario, agreed, if you new up objects in a for-loop then you're going to have sub-optimal performance. Are the objects stored (or otherwise used) within the loop, or are they discarded? If the latter, can you optimize this by newing up one object outside the loop and re-using it?
With regard to can you implement your own GC, there is no explicit delete keyword in C#, you have to leave it to the CLR. You can however give it hints such as when to collect, or what to ignore during collection, however I'd leave that unless absolutely necessary.
Best regards,
Read the following article by Microsoft to get a level of knowledge about Garbage Collection in C#. I'm sure it'll help anyone who need information regarding this matter.
Memory Management and Garbage Collection in the .NET Framework
If you are interested in performance of some areas in your code when writing C#, you can write unsafe code. You will have a plus of performance, and also, in your fixed block, the garbage collector most likely will not occur.
Garbage collection is basically reference tracking. I can't think of any good reason why you would want to change it. Are you having some sort of problem where you find that memory isn't being freed? Or maybe you are looking for the dispose pattern
Edit:
Replaced "reference counting" with "reference tracking" to not be confused with the Increment/Decrement Counter on object Reference/Dereference (eg from Python).
I thought it was pretty common to refer to the object graph generation as "Counting" like in this answer:
Why no Reference Counting + Garbage Collection in C#?
But I will not pick up the glove of (the) Eric Lippert :)

Garbage Collection on one object, C#

I need to dispose of an object so it can release everything it owns, but it doesn't implement the IDisposable so I can't use it in a using block. How can I make the garbage collector collect it?
You can force a collection with GC.Collect(). Be very careful using this, since a full collection can take some time. The best-practice is to just let the GC determine when the best time to collect is.
Does the object contain unmanaged resources but does not implement IDisposable? If so, it's a bug.
If it doesn't, it shouldn't matter if it gets released right away, the garbage collector should do the right thing.
If it "owns" anything other than memory, you need to fix the object to use IDisposable. If it's not an object you control this is something worth picking a different vendor over, because it speaks to the core of how well your vendor really understands .Net.
If it does just own memory, even a lot of it, all you have to do is make sure the object goes out of scope. Don't call GC.Collect() — it's one of those things that if you have to ask, you shouldn't do it.
You can't perform garbage collection on a single object. You could request a garbage collection by calling GC.Collect() but this will effect all objects subject to cleanup. It is also highly discouraged as it can have a negative effect on the performance of later collections.
Also, calling Dispose on an object does not clean up it's memory. It only allows the object to remove references to unmanaged resources. For example, calling Dispose on a StreamWriter closes the stream and releases the Windows file handle. The memory for the object on the managed heap does not get reclaimed until a subsequent garbage collection.
Chris Sells also discussed this on .NET Rocks. I think it was during his first appearance but the subject might have been revisited in later interviews.
http://www.dotnetrocks.com/default.aspx?showNum=10
This article by Francesco Balena is also a good reference:
When and How to Use Dispose and Finalize in C#
http://www.devx.com/dotnet/Article/33167/0/page/1
Garbage collection in .NET is non deterministic, meaning you can't really control when it happens. You can suggest, but that doesn't mean it will listen.
Tells us a little bit more about the object and why you want to do this. We can make some suggestions based off of that. Code always helps. And depending on the object, there might be a Close method or something similar. Maybe the useage is to call that. If there is no Close or Dispose type of method, you probably don't want to rely on that object, as you will probably get memory leaks if in fact it does contain resourses which will need to be released.
If the object goes out of scope and it have no external references it will be collected rather fast (likely on the next collection).
BEWARE: of f ra gm enta tion in many cases, GC.Collect() or some IDisposal is not very helpful, especially for large objects (LOH is for objects ~80kb+, performs no compaction and is subject to high levels of fragmentation for many common use cases) which will then lead to out of memory (OOM) issues even with potentially hundreds of MB free. As time marches on, things get bigger, though perhaps not this size (80 something kb) for LOH relegated objects, high degrees of parallelism exasperates this issue due simply due to more objects in less time (and likely varying in size) being instantiated/released.
Array’s are the usual suspects for this problem (it’s also often hard to identify due to non-specific exceptions and assertions from the runtime, something like “high % of large object heap fragmentation” would be swell), the prognosis for code suffering from this problem is to implement an aggressive re-use strategy.
A class in Systems.Collections.Concurrent.ObjectPool from the parallel extensions beta1 samples helps (unfortunately there is not a simple ubiquitous pattern which I have seen, like maybe some attached property/extension methods?), it is simple enough to drop in or re-implement for most projects, you assign a generator Func<> and use Get/Put helper methods to re-use your previous object’s and forgo usual garbage collection. It is usually sufficient to focus on array’s and not the individual array elements.
It would be nice if .NET 4 updated all of the .ToArray() methods everywhere to include .ToArray(T target).
Getting the hang of using SOS/windbg (.loadby sos mscoreei for CLRv4) to analyze this class of issue can help. Thinking about it, the current garbage collection system is more like garbage re-cycling (using the same physical memory again), ObjectPool is analogous to garbage re-using. If anybody remembers the 3 R’s, reducing your memory use is a good idea too, for performance sakes ;)

Pinning pointer arrays in memory

I'm currently working on a ray-tracer in C# as a hobby project. I'm trying to achieve a decent rendering speed by implementing some tricks from a c++ implementation and have run into a spot of trouble.
The objects in the scenes which the ray-tracer renders are stored in a KdTree structure and the tree's nodes are, in turn, stored in an array. The optimization I'm having problems with is while trying to fit as many tree nodes as possible into a cache line. One means of doing this is for nodes to contain a pointer to the left child node only. It is then implicit that the right child follows directly after the left one in the array.
The nodes are structs and during tree construction they are succesfully put into the array by a static memory manager class. When I begin to traverse the tree it, at first, seems to work just fine. Then at a point early in the rendering (about the same place each time), the left child pointer of the root node is suddenly pointing at a null pointer. I have come to the conclusion that the garbage collecter has moved the structs as the array lies on the heap.
I've tried several things to pin the addresses in memory but none of them seems to last for the entire application lifetime as I need. The 'fixed' keyword only seems to help during single method calls and declaring 'fixed' arrays can only be done on simple types which a node isn't. Is there a good way to do this or am I just too far down the path of stuff C# wasn't meant for.
Btw, changing to c++, while perhaps the better choice for a high performance program, is not an option.
Firstly, if you're using C# normally, you can't suddenly get a null reference due to the garbage collector moving stuff, because the garbage collector also updates all references, so you don't need to worry about it moving stuff around.
You can pin things in memory but this may cause more problems than it solves. For one thing, it prevents the garbage collector from compacting memory properly, and may impact performance in that way.
One thing I would say from your post is that using structs may not help performance as you hope. C# fails to inline any method calls involving structs, and even though they've fixed this in their latest runtime beta, structs frequently don't perform that well.
Personally, I would say C++ tricks like this don't generally tend to carry over too well into C#. You may have to learn to let go a bit; there can be other more subtle ways to improve performance ;)
What is your static memory manager actually doing? Unless it is doing something unsafe (P/Invoke, unsafe code), the behaviour you are seeing is a bug in your program, and not due to the behaviour of the CLR.
Secondly, what do you mean by 'pointer', with respect to links between structures? Do you literally mean an unsafe KdTree* pointer? Don't do that. Instead, use an index into the array. Since I expect that all nodes for a single tree are stored in the same array, you won't need a separate reference to the array. Just a single index will do.
Finally, if you really really must use KdTree* pointers, then your static memory manager should allocate a large block using e.g. Marshal.AllocHGlobal or another unmanaged memory source; it should both treat this large block as a KdTree array (i.e. index a KdTree* C-style) and it should suballocate nodes from this array, by bumping a "free" pointer.
If you ever have to resize this array, then you'll need to update all the pointers, of course.
The basic lesson here is that unsafe pointers and managed memory do not mix outside of 'fixed' blocks, which of course have stack frame affinity (i.e. when the function returns, the pinned behaviour goes away). There is a way to pin arbitrary objects, like your array, using GCHandle.Alloc(yourArray, GCHandleType.Pinned), but you almost certainly don't want to go down that route.
You will get more sensible answers if you describe in more detail what you are doing.
If you really want to do this, you can use the GCHandle.Alloc method to specify that a pointer should be pinned without being automatically released at the end of the scope like the fixed statement.
But, as other people have been saying, doing this is putting undue pressure on the garbage collector. What about just creating a struct that holds onto a pair of your nodes and then managing an array of NodePairs rather than an array of nodes?
If you really do want to have completely unmanaged access to a chunk of memory, you would probably be better off allocating the memory directly from the unmanaged heap rather than permanently pinning a part of the managed heap (this prevents the heap from being able to properly compact itself). One quick and simple way to do this would be to use Marshal.AllocHGlobal method.
Is it really prohibitive to store the pair of array reference and index?
What is your static memory manager actually doing? Unless it is doing something unsafe (P/Invoke, unsafe code), the behaviour you are seeing is a bug in your program, and not due to the behaviour of the CLR.
I was in fact speaking about unsafe pointers. What I wanted was something like Marshal.AllocHGlobal, though with a lifetime exceeding a single method call. On reflection it seems that just using an index is the right solution as I might have gotten too caught up in mimicking the c++ code.
One thing I would say from your post is that using structs may not help performance as you hope. C# fails to inline any method calls involving structs, and even though they've fixed this in their latest run-time beta, structs frequently don't perform that well.
I looked into this a bit and I see it has been fixed in .NET 3.5SP1; I assume that's what you were referring to as the run-time beta. In fact, I now understand that this change accounted for a doubling of my rendering speed. Now, structs are aggressively in-lined, improving their performance greatly on X86 systems (X64 had better struct performance in advance).

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