I'm developing an application which currently have hundreds of objects created.
Is it possible to determine (or approximate) the memory allocated by an object (class instance)?
You could use a memory profiler like
.NET Memory Profiler (http://memprofiler.com/)
or
CLR Profiler (free) (http://clrprofiler.codeplex.com/)
A coarse way could be this in-case you wanna know whats happening with a particular object
// Measure starting point memory use
GC_MemoryStart = System.GC.GetTotalMemory(true);
// Allocate a new byte array of 20000 elements (about 20000 bytes)
MyByteArray = new byte[20000];
// Obtain measurements after creating the new byte[]
GC_MemoryEnd = System.GC.GetTotalMemory(true);
// Ensure that the Array stays in memory and doesn't get optimized away
GC.KeepAlive(MyByteArray);
process wide stuff could be obtained perhaps like this
long Process_MemoryStart = 0;
Process MyProcess = System.Diagnostics.Process.GetCurrentProcess();
Process_MemoryStart = MyProcess.PrivateMemorySize64;
hope this helps ;)
The ANTS memory profiler will tell you exactly how much is allocated for each object/method/etc.
Here's a related post where we discussed determining the size of reference types.
You can also use WinDbg and either SOS or SOSEX (like SOS with with a lot more commands and some existing ones improved) WinDbg extensions. The command you would use to analyze an object at a particular memory address is !objsize
One VERY important item to remember is that !objsize only gives you the size of the class itself and DOES NOT necessarily include the size of the aggregate objects contained inside the class - I have no idea why it doesn't do this as it is quite frustrating and misleading at times.
I've created 2 Feature Suggestions on the Connect website that ask for this ability to be included in VisualStudio. Please vote for the items of you would like to see them added as well!
https://connect.microsoft.com/VisualStudio/feedback/details/637373/add-feature-to-debugger-to-view-an-objects-memory-footprint-usage
https://connect.microsoft.com/VisualStudio/feedback/details/637376/add-feature-to-debugger-to-view-an-objects-rooted-references
EDIT:
I'm adding the following to clarify some info from the answer provided by Charles Bretana:
the OP asked about the size of an 'object' not a 'class'. An object is an instance of a class. Maybe this is what you meant?
The memory allocated for an object does not include the JITted code. The JIT code lives in its own 'JIT Code Heap'.
The JIT only compiles code on a method by method basis - not at a class level. So if a method never gets called for a class, it is never JIT compiled and thus never has memory allocated for it on the JIT Code Heap.
As an aside, there are about 8 different heaps that the CLR uses:
Loader Heap: contains CLR structures and the type system
High Frequency Heap: statics, MethodTables, FieldDescs, interface map
Low Frequency Heap: EEClass, ClassLoader and lookup tables
Stub Heap: stubs for CAS, COM wrappers, P/Invoke
Large Object Heap: memory allocations that require more than 85k bytes
GC Heap: user allocated heap memory private to the app
JIT Code Heap: memory allocated by mscoreee (Execution Engine) and the JIT compiler for managed code
Process/Base Heap: interop/unmanaged allocations, native memory, etc
HTH
Each "class" requires enough memory to hold all of it's jit-compiled code for all it's members that have been called by the runtime, (although if you don't call a method for quite some time, the CLR can release that memory and re-jit it again if you call it again... plus enough memory to hold all static variables declared in the class... but this memory is allocated only once per class, no matter how many instances of the class you create.
For each instance of the class that you create, (and has not been Garbage collected) you can approximate the memory footprint by adding up the memory usage by each instance-based declared variable... (field)
reference variables (refs to other objects) take 4 or 8 bytes (32/64 bit OS ?)
int16, Int32, Int64 take 2,4, or 8 bytes, respectively...
string variable takes extra storage for some meta data elements, (plus the size of the address pointer)
In addition, each reference variable in an object could also be considered to "indirectly" include the memory taken up on the heap by the object it points to, although you would probably want to count that memory as belonging to that object not the variable that references it...
etc. etc.
To get a general sense for the memory allocation in your application, use the following sos command in WinDbg
!dumpheap -stat
Note that !dumpheap only gives you the bytes of the object type itself, and doesn't include the bytes of any other object types that it might reference.
If you want to see the total held bytes (sum all the bytes of all objects referenced by your object) of a specific object type, use a memory profiler like dot Trace - http://www.jetbrains.com/profiler/
If you can - Serialize it!
Dim myObjectSize As Long
Dim ms As New IO.MemoryStream
Dim bf As New Runtime.Serialization.Formatters.Binary.BinaryFormatter()
bf.Serialize(ms, myObject)
myObjectSize = ms.Position
There is the academic question of What is the size of an object at runtime? And that is interesting, but it can only be properly answered by a profiler that is attached to the running process. I spent quite a while looking at this recently and determined that there is no generic method that is accurate and fast enough that you would ever want to use it in a production system. Simple cases like arrays of numerical types have easy answers, but beyond this the best answer would be Don't bother trying to work it out. Why do you want to know this? Is there other information available that could serve the same purpose?
In my case I ended up wanting to answer this question because I had various data that were useful, but could be discarded to free up RAM for more critical services. The poster boys here are an Undo Stack and a Cache.
Eventually I concluded that the right way to manage the size of the undo stack and the cache was to query for the amount of available memory (it's a 64-bit process so it is safe to assume it is all available) and then allow more items to be added if there is a sufficiently large buffer of RAM and require items to be removed if RAM is running low.
For any Unity Dev lurking around for an answer, here's a way to compare two different class memory allocations inspired by #varun's answer:
void Start()
{
var totalMemory = System.GC.GetTotalMemory(false);
var class1 = new Class1[100000];
System.GC.KeepAlive(class1);
for (int i = 0; i < 100000; i++)
{
class1[i] = new Class1();
}
var newTotalMemory = System.GC.GetTotalMemory(false);
Debug.Log($"Class1: {newTotalMemory} - {totalMemory} = {newTotalMemory - totalMemory}");
var class2 = new Class2[100000];
System.GC.KeepAlive(class2);
for (int i = 0; i < 100000; i++)
{
class2[i] = new Class2(10, 10);
}
var newTotalMemory2 = System.GC.GetTotalMemory(false);
Debug.Log($"Class2: {newTotalMemory2} - {newTotalMemory} = {newTotalMemory2 - newTotalMemory}");
}
Related
I was reading a description of some code written in C that gains speed due to allocating temporary arrays on the stack instead of the heap for use in very hot loops. (It was described as being similar to SBO optimization). The object in question is similar to a List<T> in that it's just an array with some basic convenience functionality on top. It allocates a small section of memory to use, and if the list is expanded past the size of the array, it allocates a new array on the heap, copies the data, and updates the pointer.
I would like to do the same thing in C#, but I'm not sure how to accomplish it as I want to keep this in a safe context so I can't use a pointer to update the data reference if its expanded, and Span<int> doesn't have an implicit cast to int[]. Specifically:
stackalloc memory is released on method exit, so I'm not sure if there's a simpler way to use a struct like this than giving it a Span field and assigning it after creating within the method using it.
How do I neatly switch between using backing fields of different types (Span and int[]) without changing the public-facing interface?
I managed to come up with a solution, not sure if it's the best implementation, but it seems to work. I also have a couple of alternatives.
Note: This is useful for increasing speed only when you have a function that needs to create a temporary array and is called very frequently. The ability to switch to a heap allocated object is just a fallback in case you overrun the buffer.
Option 1 - Using Span and stackalloc
If you're building to .NET Core 2.1 or later, .NET Standard 2.1 or later, or can use NuGet to use the System.Memory package, the solution is really simple.
Instead of a class, use a ref struct (this is necessary to have a Span<T> field, and neither can leave the method where they're declared. If you need a long-lived class, then there's no reason to try to allocate on the stack since you'll just have to move it to the heap anyway.)
public ref struct SmallList
{
private Span<int> data;
private int count;
//...
}
Then add in all your list functionality. Add(), Remove(), etc. In Add or any functions that might expand the list, add a check to make sure you don't overrun the span.
if (count == data.Length)
{
int[] newArray = new int[data.Length * 2]; //double the capacity
Array.Copy(data.ToArray(), 0, new_array, 0, cap);
data = new_array; //Implicit cast! Easy peasy!
}
Span<T> can be used to work with stack allocated memory, but it can also point to heap allocated memory. So if you can't guarantee your list will always be small enough to fit in the stack, the snippet above gives you a nice fallback that shouldn't happen frequently enough to cause noticeable problems. If it is, either increase the initial stack allocation size (within reason, don't overflow!), or use another solution like an array pool.
Using the struct just requires an extra line and a constructor that takes a span to assign to the data field. Not sure if there's a way to do it all in one shot, but it's easy enough:
Span<int> span = stackalloc int[32];
SmallList list = new SmallList(span);
And if you need to use it in a nested function (which was part of my issue) you just pass it in as a parameter instead of having the nested function return a list.
void DoStuff(SmallList results) { /* do stuff */ }
DoStuff(list);
//use results...
Option 2: ArrayPool
The System.Memory package also includes the ArrayPool class, which lets you store a pool of small arrays that your class/struct could take out without bothering the garbage collector. This has comparable speed depending on the use case. It also has the benefit that it would work for classes that have to live beyond a single method. It's also fairly easy to write your own if you can't use System.Memory.
Option 3: Pointers
You can do something like this with pointers and other unsafe code, but the question was technically asking about safe code. I just like my lists to be thorough.
Option 4: Without System.Memory
If, like me, you're using Unity / Mono, you can't use System.Memory and related features until at least 2021. Which leaves you to roll your own solution. An array pool is fairly straightforward to implement, and does the job of avoiding garbage allocations. A stack allocated array is a bit more complicated.
Luckily, someone has already done it, specifically with Unity in mind. The page linked is quite long, but includes both sample code demonstrating the concept and a code generation tool that can make a SmallBuffer class specific to your exact use case. The basic idea is to just create a struct with individual variables that you index as if they were an array.
Update: I tried both these solutions and the array pool was slightly faster (and a lot easier) than the SmallBuffer in my case, so remember to profile!
In C and C++ languages the developer defines in which memory an object is going to be instantiated: stack or heap.
In C# you it is determined by the author of the data type.
You can achieve your goal using Span and pointers. https://learn.microsoft.com/en-us/dotnet/api/system.span-1?view=netcore-3.1.
But I would not recommend you to do that, because your code is not safe. Meaning that CLR gives you all the responsibility to manage it, at least clean the memory, when you do not need such object anymore. Usually the C# developers come to such tricks, when they want to optimise really big data collections, which allocates a lot of memory in the heap.
If it is still what you are looking for - than, probably, C# is not the best option to use.
Even more, if you have a big collection and somehow you find the way how to put it in stack memory - you can easily face StackOverflowException.
I want to process many integers in a class, so I listed them into an int* array.
int*[] pp = new int*[]{&aaa,&bbb,&ccc};
However, the compiler declined the code above with the following EXCUSE:
> You can only take the address of an unfixed expression inside of a fixed statement initializer
I know I can change the code above to avoid this error; however, we need to consider ddd and eee will join the array in the future.
public enum E {
aaa,
bbb,
ccc,
_count
}
for(int i=0;i<(int)E._count;i++)
gg[(int)E.bbb]
Dictionary<string,int>ppp=new Dictionary<string,int>();
ppp["aaa"]=ppp.Count;
ppp["bbb"]=ppp.Count;
ppp["ccc"]=ppp.Count;
gg[ppp["bbb"]]
These solution works, but they make the code and the execution time longer.
I also expect a nonofficial patch to the compiler or a new nonofficial C# compiler, but I have not seen an available download for many years; it seems very difficult to have one for us.
Are there better ways so that
I do not need to count the count of the array ppp.
If the code becomes long, there are only several letters longer.
The execution time does not increase much.
To add ddd and eee into the array, there are only one or two
setences for each new member.
.NET runtime is a managed execution runtime which (among other things) provides garbage collection. .NET garbage collector (GC)
not only manages the allocation and release of memory, but also transparently moves the objects around the "managed heap", blocking
the rest of your code while doing it.
It also compacts (defragments) the memory by moving longer lived objects together, and even "promoting" them into different parts of the heap, called generations, to avoid checking their status too often.
There is a bunch of memory being copied all the time without your program even realizing it. Since garbage collection is an operation that can happen at any time during the execution of your program, any pointer-related
("unsafe") operations must be done within a small scope, by telling the runtime to "pin" the objects using the fixed keyword. This prevents the GC from moving them, but only for a while.
Using pointers and unsafe code in C# is not only less safe, but also not very idiomatic for managed languages in general. If coming from a C background, you may feel like at home with these constructs, but C# has a completely different philosophy: your job as a C# programmer should be to write reliable, readable and maintenable code, and only then think about squeezing a couple of CPU cycles for performance reasons. You can use pointers from time to time in small functions, doing some very specific, time-critical code. But even then it is your duty to profile before making such optimizations. Even the most experienced programmers often fail at predicting bottlenecks before profiling.
Finally, regarding your actual code:
I don't see why you think this:
int*[] pp = new int*[] {&aaa, &bbb, &ccc};
would be any more performant than this:
int[] pp = new int[] {aaa, bbb, ccc};
On a 32-bit machine, an int and a pointer are of the same size. On a 64-bit machine, a pointer is even bigger.
Consider replacing these plain ints with a class of your own which will provide some context and additional functionality/data to each of these values. Create a new question describing the actual problem you are trying to solve (you can also use Code Review for such questions) and you will benefit from much better suggestions.
I have millions of instances of class Data, I seek optimization advise.
Is there a way to optimize it in any way - save memory for example by serializing it somehow, although it will hurt the retrieval speed which is important too. Maybe turning the class to struct - but it seems that the class is pretty large for struct.
Queries for this objects can take hundreds-millions of these objects at a time. They sit in a list and queried by DateTime. The results are aggregated in different ways, many calculation can be applied.
[Serializable]
[DataContract]
public abstract class BaseData {}
[Serializable]
public class Data : BaseData {
public byte member1;
public int member2;
public long member3;
public double member4;
public DateTime member5;
}
Unfortunately, while you did specify that you want to "optimize", you did not specify what the exact problem is you mean to tackle. So I cannot really give you more than general advice.
Serialization will not help you. Your Data objects are already stored as bytes in memory. Nor will turning it into a struct help. The difference between a struct and a class lies in their addressing and referencing behaviour, not in their memory footprint.
The only way I can think of to reduce the memory footprint of a collection with "hundreds-millions" of these objects would be to serialize and compress the entire thing. But that is not feasible. You would always have to decompress the entire thing before accessing it, which would shoot your performance to hell AND actually almost double the memory consumption on access (compressed and decompressed data both lying in memory at that point).
The best general advice I can give you is not to try to optimize this scenario yourself, but use specialized software for that. By specialized software, I mean a (in-memory) database. One example of a database you can use in-memory, and for which you already have everything you need on-board in the .NET framework, is SQLite.
I assume, as you seem to imply, that you have a class with many members, have a large number of instances, and need to keep them all in memory at the same time to perform calculations.
I ran a few tests to see if you could actually get different sizes for the classes you described.
I used this simple method for finding the in-memory size of an object:
private static void MeasureMemory()
{
int size = 10000000;
object[] array = new object[size];
long before = GC.GetTotalMemory(true);
for (int i = 0; i < size; i++)
{
array[i] = new Data();
}
long after = GC.GetTotalMemory(true);
double diff = after - before;
Console.WriteLine("Total bytes: " + diff);
Console.WriteLine("Bytes per object: " + diff / size);
}
It may be primitive, but I find that it works fine for situations like this.
As expected, almost nothing you can do to that class (turning it to a struct, removing the inheritance, or the method attributes) influences the memory being used by a single instance. As far as memory usage goes, they are all equivalent. However, do try to fiddle with your actual classes and run them through the given code.
The only way you could actually reduce the memory footprint of an instance would be to use smaller structures for keeping your data (int instead of long for example). If you have a large number of booleans, you could group them into a byte or integer, and have simple property wrappers to work with them (A boolean takes a byte of memory). These may be insignificant things in most situations, but for a hundred million objects, removing a boolean could make a difference of a hundred MB of memory. Also, be aware that the platform target you choose for your application can have an impact on the memory footprint of an object (x64 builds take up more memory then x86 ones).
Serializing the data is very unlikely to help. An in-memory database has it's upsides, especially if you are doing complex queries. However, it is unlikely to actually reduce the memory usage for your data. Unfortunately, there just aren't many ways to reduce the footprint of basic data types. At some point, you will just have to move to a file-based database.
However, here are some ideas. Please be aware that they are hacky, highly conditional, decrease the computation performance and will make the code harder to maintain.
It is often a case in large data structures that objects in different states will have only some properties filled, and the other will be set to null or a default value. If you can identify such groups of properties, perhaps you could move them to a sub-class, and have one reference that could be null instead of having several properties take up space. Then you only instantiate the sub-class once it is needed. You could write property wrappers that could hide this from the rest of the code. Have in mind that the worst case scenario here would have you keeping all the properties in memory, plus several object headers and pointers.
You could perhaps turn members that are likely to take a default value into binary representations, and then pack them into a byte array. You would know which byte positions represent which data member, and could write properties that could read them. Position the properties that are most likely to have a default value at the end of the byte array (a few longs that are often 0 for example). Then, when creating the object, adjust the byte array size to exclude the properties that have the default value, starting from the end of the list, until you hit the first member that has a non-default value. When the outside code requests a property, you can check if the byte array is large enough to hold that property, and if not, return the default value. This way, you could potentially save some space. Best case, you will have a null pointer to a byte array instead of several data members. Worst case, you will have full byte arrays taking as much space as the original data, plus some overhead for the array. The usefulness depends on the actual data, and assumes that you do relatively few writes, as the re-computation of the array will be expensive.
Hope any of this helps :)
i am putting 2 very large datasets into memory, performing a join to filter out a subset from the first collection and then attempting to destroy the second collection as it uses approximately 600MB of my system's RAM. The problem is that the code below is not working. After the code below runs, a foreach loop runs and takes about 15 mins. During this time the memory does NOT reduce from 600MB+. Am i doing something wrong?
List<APPLES> tmpApples = dataContext.Apples.ToList(); // 100MB
List<ORANGES> tmpOranges = dataContext.Oranges.ToList(); // 600MB
List<APPLES> filteredApples = tmpApples
.Join(tmpOranges, apples => apples.Id, oranges => oranges.Id, (apples, oranges) => apples).ToList();
tmpOranges.Clear();
tmpOranges = null;
GC.Collect();
Note i re-use tmpApples later so i am not clearing it just now..
A few things to note:
Unless your dataContext can be cleared / garbage collected, that may well be retaining references to a lot of objects
Calling Clear() and then setting the variable to null is pointless, if you're really not doing anything else with the list. The GC can tell when you're not using a variable any more, in almost all cases.
Presumably you're judging how much memory the process has reserved; I don't think the CLR will actually return memory to the operating system, but the memory which has been freed by garbage collection will be available to further uses within the CLR. (EDIT: As per comments below, it's possible that the CLR frees areas of the Large Object Heap, but I don't know for sure.)
Clearing, nullifying and collecting hardly ever has any (positive) effect. The GC will automatically detect when objects are not referenced anymore. Further more, As long as the Join operation runs, both the tmpApples and tmpOranges collections are referenced and with it all their objects. They can therefore not be collected.
A better solution would be to do the filter in the database:
// NOTE That I removed the ToList operations
IQueryable<APPLE> tmpApples = dataContext.Apples;
IQueryable<ORANGE> tmpOranges = dataContext.Oranges;
List<APPLES> filteredApples = tmpApples
.Join(tmpOranges, apples => apples.Id,
oranges => oranges.Id, (apples, oranges) => apples)
.ToList();
The reason this data is not collected back is because although you are clearing the collection (hence collection does not have a reference to items anymore),DataContext keeps a reference and this causes it to stay in memory.
You have to dispose your DataContext as soon as you are done.
UPDATE
OK, you probably have fallen victim to large object issue.
Assuming this as Large Object Heap issue you could try to not retrieve all apples at once but instead get them in "packets". So instead of calling
List<APPLE> apples = dataContext.Apples.ToList()
instead try to store the apples in separate lists
int packetSize = 100;
List<APPLE> applePacket1 = dataContext.Apples.Take(packetSize);
List<APPLE> applePacket2 = dataContext.Applies.Skip(packetSize).Take(packetSize);
Does that help?
Use some profiler tools or SOS.dll to find out, where your memory belongs to. If some operations take TOO much time, this sounds like you are swapping out to page file.
EDIT: Also keep in mind, the Debug version will delay the collection of local variables which are not referenced anymore for easier investigation.
The only thing you're doing wrong is explicitly calling the Garbage collector. You don't need to do this (in fact you shouldn't) and as Steven says you don't need to do anything to the collections anyway they'll just go away - eventually.
If you're concern is the performance of the 15 minute foreach loop perhaps it is that loop which you should post. It is probably not related to the memory usage.
Is there a way to find how much memory is used for a particular object? For example a List. Taking everything into account, like string interning and whatever is done by compiler/runtime environment/whatever.
ANTS Memory Profiler profiles the memory consumption of .NET code. I've had great results with it in the past.
You'd really have to define exactly what you meant by "how much memory is used for a particular object". For instance, you could mean "if this object were garbage collected, how much would be freed" - or you could mean "how much memory does this object and everything it touches take up."
Your point about string interning is a good example. Suppose you do:
List<string> internedStrings = new List<string>();
List<string> nonInternedStrings = new List<string>();
for (int i=0; i < 1000; i++)
{
string tmp = new string(' ', i+1);
nonInternedStrings.Add(tmp);
tmp = tmp.Intern();
internedStrings.Add(tmp);
}
Does nonInternedStrings really take up more memory than internedStrings? If internedStrings were garbage collected, it wouldn't free as much memory - but if internedStrings had never been created (including not interning each of its elements) then more memory would never have been required.
If you can be more specific about exactly what you mean, we may be able to help you. It's a complex issue though.
This seems to be a sibling of this Delphi question. A naive algorithm won't take into account the difference between aggregation and composition. Even an algorithm based on mark and sweep won't tell you whether a hash table had to grow its internal array because an object was referenced by it. You probably are better off profiling your application for a variety of scenarios and plotting the resource usage against N, where N is some measure of the scale of your dataset.
Have you tried CLR Profiler 2.0?