When does a local variable inside a function *actually* gets allocated - c#

Just curious about this. Following are two code snippets for the same function:
void MyFunc1()
{
int i = 10;
object obj = null;
if(something) return;
}
And the other one is...
void MyFunc1()
{
if(something) return;
int i = 10;
object obj = null;
}
Now does the second one has the benefit of NOT allocating the variables when something is true? OR the local stack variables (in current scope) are always allocated as soon as the function is called and moving the return statement to the top has no effect?
A link to dotnetperls.com article says "When you call a method in your C# program, the runtime allocates a separate memory region to store all the local variable slots. This memory is allocated on the stack even if you do not access the variables in the function call."
UPDATED
Here is a comparison of the IL code for these two functions. Func2 refers to second snipped. It seems like the variable in both the cases are allocated at the beginning, though in case of Func2() they are initialized later on. So no benefit as such I guess.

Peter Duniho's answer is correct. I want to draw attention to the more fundamental problem in your question:
does the second one have the benefit of NOT allocating the variables when something is true?
Why ought that to be a benefit? Your presumption is that allocating the space for a local variable has a cost, that not doing so has a benefit and that this benefit is somehow worth obtaining. Analyzing the actual cost of local variables is very, very difficult; the presumption that there is a clear benefit in avoiding an allocation conditionally is not warranted.
To address your specific question:
The local stack variables (in current scope) are always allocated as soon as the function is called and moving the return statement to the top has no effect?
I can't answer such a complicated question easily. Let's break it down into much simpler questions:
Variables are storage locations. What are the lifetimes of the storage locations associated with local variables?
Storage locations for "ordinary" local variables -- and formal parameters of lambdas, methods, and so on -- have short, predictable lifetimes. None of them live before the method is entered, and none of them live after the method terminates, either normally or exceptionally. The C# language specification clearly calls out that local variable lifetimes are permitted to be shorter at runtime than you might think if doing so does not cause an observable change to a single-threaded program.
Storage locations for "unusual" local variables -- outer variables of lambdas, local variables in iterator blocks, local variables in async methods, and so on -- have lifetimes which are difficult to analyze at compile time or at run time, and are therefore moved to the garbage-collected heap, which uses GC policy to determine the lifetimes of the variables. There is no requirement that such variables ever be cleaned up; their storage lifetime can be extended arbitrarily at the whim of the C# compiler or the runtime.
Can a local which is unused be optimized away entirely?
Yes. If the C# compiler or the runtime can determine that removing the local from the program entirely has no observable effect in a single-threaded program, then it may do so at its whim. Essentially this is reducing its lifetime to zero.
How are storage locations for "ordinary" locals allocated?
This is an implementation detail, but typically there are two techniques. Either space is reserved on the stack, or the local is enregistered.
How does the runtime determine whether a local is enregistered or put on the stack?
This is an implementation detail of the jitter's optimizer. There are many factors, such as:
whether the address of the local could possibly be taken; registers have no address
whether the local is passed as a parameter to another method
whether the local is a parameter of the current method
what the calling conventions are of all the methods involved
the size of the local
and many, many more factors
Suppose we consider only the ordinary locals which are put on the stack. Is it the case that storage locations for all such locals are allocated when a method is entered?
Again, this is an implementation detail, but typically the answer is yes.
So a "stack local" that is used conditionally would not be allocated off the stack conditionally? Rather, its stack location would always be allocated.
Typically, yes.
What are the performance tradeoffs inherent in that decision?
Suppose we have two locals, A and B, and one is used conditionally and the other is used unconditionally. Which is faster:
Add two units to the current stack pointer
Initialize the two new stack slots to zero
or
Add one unit to the current stack pointer
Initialize the new stack slot to zero
If the condition is met, add one unit to the current stack pointer and initialize the new stack slot to zero
Keep in mind that "add one" and "add two" have the same cost.
This scheme is not cheaper if the variable B is unused, and has twice the cost if it is used. That's not a win.
But what about space? The conditional scheme uses either one or two units of stack space but the unconditional scheme uses two regardless.
Correct. Stack space is cheap. Or, more accurately, the million bytes of stack space you get per thread is insanely expensive, and that expense is paid up front, when you allocate the thread. Most programs never use anywhere close to a million bytes of stack space; trying to optimize use of that space is like spending an hour deciding whether to pay $5.01 for a latte vs $5.02 when you have a million dollars in the bank; it's not worth it.
Suppose 100% of the stack-based locals are allocated conditionally. Could the jitter put the addition to the stack pointer after the conditional code?
In theory, yes. Whether the jitter actually makes this optimization -- an optimization which saves literally less than a billionth of a second -- I don't know. Keep in mind that any code the jitter runs to make the decision to save that billionth of a second is code that takes far more than a billionth of a second. Again, it makes no sense to spend hours worrying about pennies; time is money.
And of course, how realistic is it that the billionth of a second you save will be the common path? Most method calls do something, not return immediately.
Also, keep in mind that the stack pointer is going to have to move for all the temporary value slots that aren't enregistered, regardless of whether those slots have names or not. How many scenarios are there where the condition that determines whether or not the method returns itself has no subexpression which touches the stack? Because that's the condition you're actually proposing that gets optimized. This seems like a vanishingly small set of scenarios, in which you get a vanishingly small benefit. If I were writing an optimizer I would spend exactly zero percent of my valuable time on solving this problem, when there are far juicier low-hanging fruit scenarios that I could be optimizing for.
Suppose there are two locals that are each allocated conditionally under different conditions. Are there additional costs imposed by a conditional allocation scheme other than possibly doing two stack pointer moves instead of one or zero?
Yes. In the straightforward scheme where you move the stack pointer two slots and say "stack pointer is A, stack pointer + 1 is B", you now have a consistent-throughout-the-method way to characterize the variables A and B. If you conditionally move the stack pointer then sometimes the stack pointer is A, sometimes it is B, and sometimes it is neither. That greatly complicates all the code that uses A and B.
What if the locals are enregistered?
Then this becomes a problem in register scheduling; I refer you to the extensive literature on this subject. I am far from an expert in it.

The only way to know for sure when this happens for your program, when you run it, is to look at the code the JIT compiler emits when you run your program. None of us can even answer the specific question with authority (well, I guess someone who wrote the CLR could, provided they knew which version of the CLR you're using, and possible some other details about configuration and your actual program code).
Any allocation on the stack of a local variable is strictly "implementation detail". And the CLS doesn't promise us any specific implementation.
Some locals never wind up on the stack per se, normally due to being stored in a register, but it would be legal for the runtime to use heap space instead, as long as it preserves the normal lifetime semantics of a local vaiable.
See also Eric Lippert's excellent series The Stack Is An Implementation Detail

Related

Where are Stack and Heap Memory Areas located (in this pic)? [duplicate]

What are the stack and heap?
Where are they located physically in a computer's memory?
To what extent are they controlled by the OS or language run-time?
What is their scope?
What determines their sizes?
What makes one faster?
The stack is the memory set aside as scratch space for a thread of execution. When a function is called, a block is reserved on the top of the stack for local variables and some bookkeeping data. When that function returns, the block becomes unused and can be used the next time a function is called. The stack is always reserved in a LIFO (last in first out) order; the most recently reserved block is always the next block to be freed. This makes it really simple to keep track of the stack; freeing a block from the stack is nothing more than adjusting one pointer.
The heap is memory set aside for dynamic allocation. Unlike the stack, there's no enforced pattern to the allocation and deallocation of blocks from the heap; you can allocate a block at any time and free it at any time. This makes it much more complex to keep track of which parts of the heap are allocated or free at any given time; there are many custom heap allocators available to tune heap performance for different usage patterns.
Each thread gets a stack, while there's typically only one heap for the application (although it isn't uncommon to have multiple heaps for different types of allocation).
To answer your questions directly:
To what extent are they controlled by the OS or language runtime?
The OS allocates the stack for each system-level thread when the thread is created. Typically the OS is called by the language runtime to allocate the heap for the application.
What is their scope?
The stack is attached to a thread, so when the thread exits the stack is reclaimed. The heap is typically allocated at application startup by the runtime, and is reclaimed when the application (technically process) exits.
What determines the size of each of them?
The size of the stack is set when a thread is created. The size of the heap is set on application startup, but can grow as space is needed (the allocator requests more memory from the operating system).
What makes one faster?
The stack is faster because the access pattern makes it trivial to allocate and deallocate memory from it (a pointer/integer is simply incremented or decremented), while the heap has much more complex bookkeeping involved in an allocation or deallocation. Also, each byte in the stack tends to be reused very frequently which means it tends to be mapped to the processor's cache, making it very fast. Another performance hit for the heap is that the heap, being mostly a global resource, typically has to be multi-threading safe, i.e. each allocation and deallocation needs to be - typically - synchronized with "all" other heap accesses in the program.
A clear demonstration:
Image source: vikashazrati.wordpress.com
Stack:
Stored in computer RAM just like the heap.
Variables created on the stack will go out of scope and are automatically deallocated.
Much faster to allocate in comparison to variables on the heap.
Implemented with an actual stack data structure.
Stores local data, return addresses, used for parameter passing.
Can have a stack overflow when too much of the stack is used (mostly from infinite or too deep recursion, very large allocations).
Data created on the stack can be used without pointers.
You would use the stack if you know exactly how much data you need to allocate before compile time and it is not too big.
Usually has a maximum size already determined when your program starts.
Heap:
Stored in computer RAM just like the stack.
In C++, variables on the heap must be destroyed manually and never fall out of scope. The data is freed with delete, delete[], or free.
Slower to allocate in comparison to variables on the stack.
Used on demand to allocate a block of data for use by the program.
Can have fragmentation when there are a lot of allocations and deallocations.
In C++ or C, data created on the heap will be pointed to by pointers and allocated with new or malloc respectively.
Can have allocation failures if too big of a buffer is requested to be allocated.
You would use the heap if you don't know exactly how much data you will need at run time or if you need to allocate a lot of data.
Responsible for memory leaks.
Example:
int foo()
{
char *pBuffer; //<--nothing allocated yet (excluding the pointer itself, which is allocated here on the stack).
bool b = true; // Allocated on the stack.
if(b)
{
//Create 500 bytes on the stack
char buffer[500];
//Create 500 bytes on the heap
pBuffer = new char[500];
}//<-- buffer is deallocated here, pBuffer is not
}//<--- oops there's a memory leak, I should have called delete[] pBuffer;
The most important point is that heap and stack are generic terms for ways in which memory can be allocated. They can be implemented in many different ways, and the terms apply to the basic concepts.
In a stack of items, items sit one on top of the other in the order they were placed there, and you can only remove the top one (without toppling the whole thing over).
The simplicity of a stack is that you do not need to maintain a table containing a record of each section of allocated memory; the only state information you need is a single pointer to the end of the stack. To allocate and de-allocate, you just increment and decrement that single pointer. Note: a stack can sometimes be implemented to start at the top of a section of memory and extend downwards rather than growing upwards.
In a heap, there is no particular order to the way items are placed. You can reach in and remove items in any order because there is no clear 'top' item.
Heap allocation requires maintaining a full record of what memory is allocated and what isn't, as well as some overhead maintenance to reduce fragmentation, find contiguous memory segments big enough to fit the requested size, and so on. Memory can be deallocated at any time leaving free space. Sometimes a memory allocator will perform maintenance tasks such as defragmenting memory by moving allocated memory around, or garbage collecting - identifying at runtime when memory is no longer in scope and deallocating it.
These images should do a fairly good job of describing the two ways of allocating and freeing memory in a stack and a heap. Yum!
To what extent are they controlled by the OS or language runtime?
As mentioned, heap and stack are general terms, and can be implemented in many ways. Computer programs typically have a stack called a call stack which stores information relevant to the current function such as a pointer to whichever function it was called from, and any local variables. Because functions call other functions and then return, the stack grows and shrinks to hold information from the functions further down the call stack. A program doesn't really have runtime control over it; it's determined by the programming language, OS and even the system architecture.
A heap is a general term used for any memory that is allocated dynamically and randomly; i.e. out of order. The memory is typically allocated by the OS, with the application calling API functions to do this allocation. There is a fair bit of overhead required in managing dynamically allocated memory, which is usually handled by the runtime code of the programming language or environment used.
What is their scope?
The call stack is such a low level concept that it doesn't relate to 'scope' in the sense of programming. If you disassemble some code you'll see relative pointer style references to portions of the stack, but as far as a higher level language is concerned, the language imposes its own rules of scope. One important aspect of a stack, however, is that once a function returns, anything local to that function is immediately freed from the stack. That works the way you'd expect it to work given how your programming languages work. In a heap, it's also difficult to define. The scope is whatever is exposed by the OS, but your programming language probably adds its rules about what a "scope" is in your application. The processor architecture and the OS use virtual addressing, which the processor translates to physical addresses and there are page faults, etc. They keep track of what pages belong to which applications. You never really need to worry about this, though, because you just use whatever method your programming language uses to allocate and free memory, and check for errors (if the allocation/freeing fails for any reason).
What determines the size of each of them?
Again, it depends on the language, compiler, operating system and architecture. A stack is usually pre-allocated, because by definition it must be contiguous memory. The language compiler or the OS determine its size. You don't store huge chunks of data on the stack, so it'll be big enough that it should never be fully used, except in cases of unwanted endless recursion (hence, "stack overflow") or other unusual programming decisions.
A heap is a general term for anything that can be dynamically allocated. Depending on which way you look at it, it is constantly changing size. In modern processors and operating systems the exact way it works is very abstracted anyway, so you don't normally need to worry much about how it works deep down, except that (in languages where it lets you) you mustn't use memory that you haven't allocated yet or memory that you have freed.
What makes one faster?
The stack is faster because all free memory is always contiguous. No list needs to be maintained of all the segments of free memory, just a single pointer to the current top of the stack. Compilers usually store this pointer in a special, fast register for this purpose. What's more, subsequent operations on a stack are usually concentrated within very nearby areas of memory, which at a very low level is good for optimization by the processor on-die caches.
(I have moved this answer from another question that was more or less a dupe of this one.)
The answer to your question is implementation specific and may vary across compilers and processor architectures. However, here is a simplified explanation.
Both the stack and the heap are memory areas allocated from the underlying operating system (often virtual memory that is mapped to physical memory on demand).
In a multi-threaded environment each thread will have its own completely independent stack but they will share the heap. Concurrent access has to be controlled on the heap and is not possible on the stack.
The heap
The heap contains a linked list of used and free blocks. New allocations on the heap (by new or malloc) are satisfied by creating a suitable block from one of the free blocks. This requires updating the list of blocks on the heap. This meta information about the blocks on the heap is also stored on the heap often in a small area just in front of every block.
As the heap grows new blocks are often allocated from lower addresses towards higher addresses. Thus you can think of the heap as a heap of memory blocks that grows in size as memory is allocated. If the heap is too small for an allocation the size can often be increased by acquiring more memory from the underlying operating system.
Allocating and deallocating many small blocks may leave the heap in a state where there are a lot of small free blocks interspersed between the used blocks. A request to allocate a large block may fail because none of the free blocks are large enough to satisfy the allocation request even though the combined size of the free blocks may be large enough. This is called heap fragmentation.
When a used block that is adjacent to a free block is deallocated the new free block may be merged with the adjacent free block to create a larger free block effectively reducing the fragmentation of the heap.
The stack
The stack often works in close tandem with a special register on the CPU named the stack pointer. Initially the stack pointer points to the top of the stack (the highest address on the stack).
The CPU has special instructions for pushing values onto the stack and popping them off the stack. Each push stores the value at the current location of the stack pointer and decreases the stack pointer. A pop retrieves the value pointed to by the stack pointer and then increases the stack pointer (don't be confused by the fact that adding a value to the stack decreases the stack pointer and removing a value increases it. Remember that the stack grows to the bottom). The values stored and retrieved are the values of the CPU registers.
If a function has parameters, these are pushed onto the stack before the call to the function. The code in the function is then able to navigate up the stack from the current stack pointer to locate these values.
When a function is called the CPU uses special instructions that push the current instruction pointer onto the stack, i.e. the address of the code executing on the stack. The CPU then jumps to the function by setting the instruction pointer to the address of the function called. Later, when the function returns, the old instruction pointer is popped off the stack and execution resumes at the code just after the call to the function.
When a function is entered, the stack pointer is decreased to allocate more space on the stack for local (automatic) variables. If the function has one local 32 bit variable four bytes are set aside on the stack. When the function returns, the stack pointer is moved back to free the allocated area.
Nesting function calls work like a charm. Each new call will allocate function parameters, the return address and space for local variables and these activation records can be stacked for nested calls and will unwind in the correct way when the functions return.
As the stack is a limited block of memory, you can cause a stack overflow by calling too many nested functions and/or allocating too much space for local variables. Often the memory area used for the stack is set up in such a way that writing below the bottom (the lowest address) of the stack will trigger a trap or exception in the CPU. This exceptional condition can then be caught by the runtime and converted into some kind of stack overflow exception.
Can a function be allocated on the heap instead of a stack?
No, activation records for functions (i.e. local or automatic variables) are allocated on the stack that is used not only to store these variables, but also to keep track of nested function calls.
How the heap is managed is really up to the runtime environment. C uses malloc and C++ uses new, but many other languages have garbage collection.
However, the stack is a more low-level feature closely tied to the processor architecture. Growing the heap when there is not enough space isn't too hard since it can be implemented in the library call that handles the heap. However, growing the stack is often impossible as the stack overflow only is discovered when it is too late; and shutting down the thread of execution is the only viable option.
In the following C# code
public void Method1()
{
int i = 4;
int y = 2;
class1 cls1 = new class1();
}
Here's how the memory is managed
Local Variables that only need to last as long as the function invocation go in the stack. The heap is used for variables whose lifetime we don't really know up front but we expect them to last a while. In most languages it's critical that we know at compile time how large a variable is if we want to store it on the stack.
Objects (which vary in size as we update them) go on the heap because we don't know at creation time how long they are going to last. In many languages the heap is garbage collected to find objects (such as the cls1 object) that no longer have any references.
In Java, most objects go directly into the heap. In languages like C / C++, structs and classes can often remain on the stack when you're not dealing with pointers.
More information can be found here:
The difference between stack and heap memory allocation « timmurphy.org
and here:
Creating Objects on the Stack and Heap
This article is the source of picture above: Six important .NET concepts: Stack, heap, value types, reference types, boxing, and unboxing - CodeProject
but be aware it may contain some inaccuracies.
Other answers just avoid explaining what static allocation means. So I will explain the three main forms of allocation and how they usually relate to the heap, stack, and data segment below. I also will show some examples in both C/C++ and Python to help people understand.
"Static" (AKA statically allocated) variables are not allocated on the stack. Do not assume so - many people do only because "static" sounds a lot like "stack". They actually exist in neither the stack nor the heap. They are part of what's called the data segment.
However, it is generally better to consider "scope" and "lifetime" rather than "stack" and "heap".
Scope refers to what parts of the code can access a variable. Generally we think of local scope (can only be accessed by the current function) versus global scope (can be accessed anywhere) although scope can get much more complex.
Lifetime refers to when a variable is allocated and deallocated during program execution. Usually we think of static allocation (variable will persist through the entire duration of the program, making it useful for storing the same information across several function calls) versus automatic allocation (variable only persists during a single call to a function, making it useful for storing information that is only used during your function and can be discarded once you are done) versus dynamic allocation (variables whose duration is defined at runtime, instead of compile time like static or automatic).
Although most compilers and interpreters implement this behavior similarly in terms of using stacks, heaps, etc, a compiler may sometimes break these conventions if it wants as long as behavior is correct. For instance, due to optimization a local variable may only exist in a register or be removed entirely, even though most local variables exist in the stack. As has been pointed out in a few comments, you are free to implement a compiler that doesn't even use a stack or a heap, but instead some other storage mechanisms (rarely done, since stacks and heaps are great for this).
I will provide some simple annotated C code to illustrate all of this. The best way to learn is to run a program under a debugger and watch the behavior. If you prefer to read python, skip to the end of the answer :)
// Statically allocated in the data segment when the program/DLL is first loaded
// Deallocated when the program/DLL exits
// scope - can be accessed from anywhere in the code
int someGlobalVariable;
// Statically allocated in the data segment when the program is first loaded
// Deallocated when the program/DLL exits
// scope - can be accessed from anywhere in this particular code file
static int someStaticVariable;
// "someArgument" is allocated on the stack each time MyFunction is called
// "someArgument" is deallocated when MyFunction returns
// scope - can be accessed only within MyFunction()
void MyFunction(int someArgument) {
// Statically allocated in the data segment when the program is first loaded
// Deallocated when the program/DLL exits
// scope - can be accessed only within MyFunction()
static int someLocalStaticVariable;
// Allocated on the stack each time MyFunction is called
// Deallocated when MyFunction returns
// scope - can be accessed only within MyFunction()
int someLocalVariable;
// A *pointer* is allocated on the stack each time MyFunction is called
// This pointer is deallocated when MyFunction returns
// scope - the pointer can be accessed only within MyFunction()
int* someDynamicVariable;
// This line causes space for an integer to be allocated in the heap
// when this line is executed. Note this is not at the beginning of
// the call to MyFunction(), like the automatic variables
// scope - only code within MyFunction() can access this space
// *through this particular variable*.
// However, if you pass the address somewhere else, that code
// can access it too
someDynamicVariable = new int;
// This line deallocates the space for the integer in the heap.
// If we did not write it, the memory would be "leaked".
// Note a fundamental difference between the stack and heap
// the heap must be managed. The stack is managed for us.
delete someDynamicVariable;
// In other cases, instead of deallocating this heap space you
// might store the address somewhere more permanent to use later.
// Some languages even take care of deallocation for you... but
// always it needs to be taken care of at runtime by some mechanism.
// When the function returns, someArgument, someLocalVariable
// and the pointer someDynamicVariable are deallocated.
// The space pointed to by someDynamicVariable was already
// deallocated prior to returning.
return;
}
// Note that someGlobalVariable, someStaticVariable and
// someLocalStaticVariable continue to exist, and are not
// deallocated until the program exits.
A particularly poignant example of why it's important to distinguish between lifetime and scope is that a variable can have local scope but static lifetime - for instance, "someLocalStaticVariable" in the code sample above. Such variables can make our common but informal naming habits very confusing. For instance when we say "local" we usually mean "locally scoped automatically allocated variable" and when we say global we usually mean "globally scoped statically allocated variable". Unfortunately when it comes to things like "file scoped statically allocated variables" many people just say... "huh???".
Some of the syntax choices in C/C++ exacerbate this problem - for instance many people think global variables are not "static" because of the syntax shown below.
int var1; // Has global scope and static allocation
static int var2; // Has file scope and static allocation
int main() {return 0;}
Note that putting the keyword "static" in the declaration above prevents var2 from having global scope. Nevertheless, the global var1 has static allocation. This is not intuitive! For this reason, I try to never use the word "static" when describing scope, and instead say something like "file" or "file limited" scope. However many people use the phrase "static" or "static scope" to describe a variable that can only be accessed from one code file. In the context of lifetime, "static" always means the variable is allocated at program start and deallocated when program exits.
Some people think of these concepts as C/C++ specific. They are not. For instance, the Python sample below illustrates all three types of allocation (there are some subtle differences possible in interpreted languages that I won't get into here).
from datetime import datetime
class Animal:
_FavoriteFood = 'Undefined' # _FavoriteFood is statically allocated
def PetAnimal(self):
curTime = datetime.time(datetime.now()) # curTime is automatically allocatedion
print("Thank you for petting me. But it's " + str(curTime) + ", you should feed me. My favorite food is " + self._FavoriteFood)
class Cat(Animal):
_FavoriteFood = 'tuna' # Note since we override, Cat class has its own statically allocated _FavoriteFood variable, different from Animal's
class Dog(Animal):
_FavoriteFood = 'steak' # Likewise, the Dog class gets its own static variable. Important to note - this one static variable is shared among all instances of Dog, hence it is not dynamic!
if __name__ == "__main__":
whiskers = Cat() # Dynamically allocated
fido = Dog() # Dynamically allocated
rinTinTin = Dog() # Dynamically allocated
whiskers.PetAnimal()
fido.PetAnimal()
rinTinTin.PetAnimal()
Dog._FavoriteFood = 'milkbones'
whiskers.PetAnimal()
fido.PetAnimal()
rinTinTin.PetAnimal()
# Output is:
# Thank you for petting me. But it's 13:05:02.255000, you should feed me. My favorite food is tuna
# Thank you for petting me. But it's 13:05:02.255000, you should feed me. My favorite food is steak
# Thank you for petting me. But it's 13:05:02.255000, you should feed me. My favorite food is steak
# Thank you for petting me. But it's 13:05:02.255000, you should feed me. My favorite food is tuna
# Thank you for petting me. But it's 13:05:02.255000, you should feed me. My favorite food is milkbones
# Thank you for petting me. But it's 13:05:02.256000, you should feed me. My favorite food is milkbones
The Stack
When you call a function the arguments to that function plus some other overhead is put on the stack. Some info (such as where to go on return) is also stored there.
When you declare a variable inside your function, that variable is also allocated on the stack.
Deallocating the stack is pretty simple because you always deallocate in the reverse order in which you allocate. Stack stuff is added as you enter functions, the corresponding data is removed as you exit them. This means that you tend to stay within a small region of the stack unless you call lots of functions that call lots of other functions (or create a recursive solution).
The Heap
The heap is a generic name for where you put the data that you create on the fly. If you don't know how many spaceships your program is going to create, you are likely to use the new (or malloc or equivalent) operator to create each spaceship. This allocation is going to stick around for a while, so it is likely we will free things in a different order than we created them.
Thus, the heap is far more complex, because there end up being regions of memory that are unused interleaved with chunks that are - memory gets fragmented. Finding free memory of the size you need is a difficult problem. This is why the heap should be avoided (though it is still often used).
Implementation
Implementation of both the stack and heap is usually down to the runtime / OS. Often games and other applications that are performance critical create their own memory solutions that grab a large chunk of memory from the heap and then dish it out internally to avoid relying on the OS for memory.
This is only practical if your memory usage is quite different from the norm - i.e for games where you load a level in one huge operation and can chuck the whole lot away in another huge operation.
Physical location in memory
This is less relevant than you think because of a technology called Virtual Memory which makes your program think that you have access to a certain address where the physical data is somewhere else (even on the hard disc!). The addresses you get for the stack are in increasing order as your call tree gets deeper. The addresses for the heap are un-predictable (i.e implimentation specific) and frankly not important.
Others have answered the broad strokes pretty well, so I'll throw in a few details.
Stack and heap need not be singular. A common situation in which you have more than one stack is if you have more than one thread in a process. In this case each thread has its own stack. You can also have more than one heap, for example some DLL configurations can result in different DLLs allocating from different heaps, which is why it's generally a bad idea to release memory allocated by a different library.
In C you can get the benefit of variable length allocation through the use of alloca, which allocates on the stack, as opposed to alloc, which allocates on the heap. This memory won't survive your return statement, but it's useful for a scratch buffer.
Making a huge temporary buffer on Windows that you don't use much of is not free. This is because the compiler will generate a stack probe loop that is called every time your function is entered to make sure the stack exists (because Windows uses a single guard page at the end of your stack to detect when it needs to grow the stack. If you access memory more than one page off the end of the stack you will crash). Example:
void myfunction()
{
char big[10000000];
// Do something that only uses for first 1K of big 99% of the time.
}
Others have directly answered your question, but when trying to understand the stack and the heap, I think it is helpful to consider the memory layout of a traditional UNIX process (without threads and mmap()-based allocators). The Memory Management Glossary web page has a diagram of this memory layout.
The stack and heap are traditionally located at opposite ends of the process's virtual address space. The stack grows automatically when accessed, up to a size set by the kernel (which can be adjusted with setrlimit(RLIMIT_STACK, ...)). The heap grows when the memory allocator invokes the brk() or sbrk() system call, mapping more pages of physical memory into the process's virtual address space.
In systems without virtual memory, such as some embedded systems, the same basic layout often applies, except the stack and heap are fixed in size. However, in other embedded systems (such as those based on Microchip PIC microcontrollers), the program stack is a separate block of memory that is not addressable by data movement instructions, and can only be modified or read indirectly through program flow instructions (call, return, etc.). Other architectures, such as Intel Itanium processors, have multiple stacks. In this sense, the stack is an element of the CPU architecture.
What is a stack?
A stack is a pile of objects, typically one that is neatly arranged.
Stacks in computing architectures are regions of memory where data is added or removed in a last-in-first-out manner.
In a multi-threaded application, each thread will have its own stack.
What is a heap?
A heap is an untidy collection of things piled up haphazardly.
In computing architectures the heap is an area of dynamically-allocated memory that is managed automatically by the operating system or the memory manager library.
Memory on the heap is allocated, deallocated, and resized regularly during program execution, and this can lead to a problem called fragmentation.
Fragmentation occurs when memory objects are allocated with small spaces in between that are too small to hold additional memory objects.
The net result is a percentage of the heap space that is not usable for further memory allocations.
Both together
In a multi-threaded application, each thread will have its own stack. But, all the different threads will share the heap.
Because the different threads share the heap in a multi-threaded application, this also means that there has to be some coordination between the threads so that they don’t try to access and manipulate the same piece(s) of memory in the heap at the same time.
Which is faster – the stack or the heap? And why?
The stack is much faster than the heap.
This is because of the way that memory is allocated on the stack.
Allocating memory on the stack is as simple as moving the stack pointer up.
For people new to programming, it’s probably a good idea to use the stack since it’s easier.
Because the stack is small, you would want to use it when you know exactly how much memory you will need for your data, or if you know the size of your data is very small.
It’s better to use the heap when you know that you will need a lot of memory for your data, or you just are not sure how much memory you will need (like with a dynamic array).
Java Memory Model
The stack is the area of memory where local variables (including method parameters) are stored. When it comes to object variables, these are merely references (pointers) to the actual objects on the heap.
Every time an object is instantiated, a chunk of heap memory is set aside to hold the data (state) of that object. Since objects can contain other objects, some of this data can in fact hold references to those nested objects.
The stack is a portion of memory that can be manipulated via several key assembly language instructions, such as 'pop' (remove and return a value from the stack) and 'push' (push a value to the stack), but also call (call a subroutine - this pushes the address to return to the stack) and return (return from a subroutine - this pops the address off of the stack and jumps to it). It's the region of memory below the stack pointer register, which can be set as needed. The stack is also used for passing arguments to subroutines, and also for preserving the values in registers before calling subroutines.
The heap is a portion of memory that is given to an application by the operating system, typically through a syscall like malloc. On modern OSes this memory is a set of pages that only the calling process has access to.
The size of the stack is determined at runtime, and generally does not grow after the program launches. In a C program, the stack needs to be large enough to hold every variable declared within each function. The heap will grow dynamically as needed, but the OS is ultimately making the call (it will often grow the heap by more than the value requested by malloc, so that at least some future mallocs won't need to go back to the kernel to get more memory. This behavior is often customizable)
Because you've allocated the stack before launching the program, you never need to malloc before you can use the stack, so that's a slight advantage there. In practice, it's very hard to predict what will be fast and what will be slow in modern operating systems that have virtual memory subsystems, because how the pages are implemented and where they are stored is an implementation detail.
I think many other people have given you mostly correct answers on this matter.
One detail that has been missed, however, is that the "heap" should in fact probably be called the "free store". The reason for this distinction is that the original free store was implemented with a data structure known as a "binomial heap." For that reason, allocating from early implementations of malloc()/free() was allocation from a heap. However, in this modern day, most free stores are implemented with very elaborate data structures that are not binomial heaps.
You can do some interesting things with the stack. For instance, you have functions like alloca (assuming you can get past the copious warnings concerning its use), which is a form of malloc that specifically uses the stack, not the heap, for memory.
That said, stack-based memory errors are some of the worst I've experienced. If you use heap memory, and you overstep the bounds of your allocated block, you have a decent chance of triggering a segment fault. (Not 100%: your block may be incidentally contiguous with another that you have previously allocated.) But since variables created on the stack are always contiguous with each other, writing out of bounds can change the value of another variable. I have learned that whenever I feel that my program has stopped obeying the laws of logic, it is probably buffer overflow.
Simply, the stack is where local variables get created. Also, every time you call a subroutine the program counter (pointer to the next machine instruction) and any important registers, and sometimes the parameters get pushed on the stack. Then any local variables inside the subroutine are pushed onto the stack (and used from there). When the subroutine finishes, that stuff all gets popped back off the stack. The PC and register data gets and put back where it was as it is popped, so your program can go on its merry way.
The heap is the area of memory dynamic memory allocations are made out of (explicit "new" or "allocate" calls). It is a special data structure that can keep track of blocks of memory of varying sizes and their allocation status.
In "classic" systems RAM was laid out such that the stack pointer started out at the bottom of memory, the heap pointer started out at the top, and they grew towards each other. If they overlap, you are out of RAM. That doesn't work with modern multi-threaded OSes though. Every thread has to have its own stack, and those can get created dynamicly.
From WikiAnwser.
Stack
When a function or a method calls another function which in turns calls another function, etc., the execution of all those functions remains suspended until the very last function returns its value.
This chain of suspended function calls is the stack, because elements in the stack (function calls) depend on each other.
The stack is important to consider in exception handling and thread executions.
Heap
The heap is simply the memory used by programs to store variables.
Element of the heap (variables) have no dependencies with each other and can always be accessed randomly at any time.
Stack
Very fast access
Don't have to explicitly de-allocate variables
Space is managed efficiently by CPU, memory will not become fragmented
Local variables only
Limit on stack size (OS-dependent)
Variables cannot be resized
Heap
Variables can be accessed globally
No limit on memory size
(Relatively) slower access
No guaranteed efficient use of space, memory may become fragmented over time as blocks of memory are allocated, then freed
You must manage memory (you're in charge of allocating and freeing variables)
Variables can be resized using realloc()
In Short
A stack is used for static memory allocation and a heap for dynamic memory allocation, both stored in the computer's RAM.
In Detail
The Stack
The stack is a "LIFO" (last in, first out) data structure, that is managed and optimized by the CPU quite closely. Every time a function declares a new variable, it is "pushed" onto the stack. Then every time a function exits, all of the variables pushed onto the stack by that function, are freed (that is to say, they are deleted). Once a stack variable is freed, that region of memory becomes available for other stack variables.
The advantage of using the stack to store variables, is that memory is managed for you. You don't have to allocate memory by hand, or free it once you don't need it any more. What's more, because the CPU organizes stack memory so efficiently, reading from and writing to stack variables is very fast.
More can be found here.
The Heap
The heap is a region of your computer's memory that is not managed automatically for you, and is not as tightly managed by the CPU. It is a more free-floating region of memory (and is larger). To allocate memory on the heap, you must use malloc() or calloc(), which are built-in C functions. Once you have allocated memory on the heap, you are responsible for using free() to deallocate that memory once you don't need it any more.
If you fail to do this, your program will have what is known as a memory leak. That is, memory on the heap will still be set aside (and won't be available to other processes). As we will see in the debugging section, there is a tool called Valgrind that can help you detect memory leaks.
Unlike the stack, the heap does not have size restrictions on variable size (apart from the obvious physical limitations of your computer). Heap memory is slightly slower to be read from and written to, because one has to use pointers to access memory on the heap. We will talk about pointers shortly.
Unlike the stack, variables created on the heap are accessible by any function, anywhere in your program. Heap variables are essentially global in scope.
More can be found here.
Variables allocated on the stack are stored directly to the memory and access to this memory is very fast, and its allocation is dealt with when the program is compiled. When a function or a method calls another function which in turns calls another function, etc., the execution of all those functions remains suspended until the very last function returns its value. The stack is always reserved in a LIFO order, the most recently reserved block is always the next block to be freed. This makes it really simple to keep track of the stack, freeing a block from the stack is nothing more than adjusting one pointer.
Variables allocated on the heap have their memory allocated at run time and accessing this memory is a bit slower, but the heap size is only limited by the size of virtual memory. Elements of the heap have no dependencies with each other and can always be accessed randomly at any time. You can allocate a block at any time and free it at any time. This makes it much more complex to keep track of which parts of the heap are allocated or free at any given time.
You can use the stack if you know exactly how much data you need to allocate before compile time, and it is not too big. You can use the heap if you don't know exactly how much data you will need at runtime or if you need to allocate a lot of data.
In a multi-threaded situation each thread will have its own completely independent stack, but they will share the heap. The stack is thread specific and the heap is application specific. The stack is important to consider in exception handling and thread executions.
Each thread gets a stack, while there's typically only one heap for the application (although it isn't uncommon to have multiple heaps for different types of allocation).
At run-time, if the application needs more heap, it can allocate memory from free memory and if the stack needs memory, it can allocate memory from free memory allocated memory for the application.
Even, more detail is given here and here.
Now come to your question's answers.
To what extent are they controlled by the OS or language runtime?
The OS allocates the stack for each system-level thread when the thread is created. Typically the OS is called by the language runtime to allocate the heap for the application.
More can be found here.
What is their scope?
Already given in top.
"You can use the stack if you know exactly how much data you need to allocate before compile time, and it is not too big. You can use the heap if you don't know exactly how much data you will need at runtime or if you need to allocate a lot of data."
More can be found in here.
What determines the size of each of them?
The size of the stack is set by OS when a thread is created. The size of the heap is set on application startup, but it can grow as space is needed (the allocator requests more memory from the operating system).
What makes one faster?
Stack allocation is much faster since all it really does is move the stack pointer. Using memory pools, you can get comparable performance out of heap allocation, but that comes with a slight added complexity and its own headaches.
Also, stack vs. heap is not only a performance consideration; it also tells you a lot about the expected lifetime of objects.
Details can be found from here.
OK, simply and in short words, they mean ordered and not ordered...!
Stack: In stack items, things get on the top of each-other, means gonna be faster and more efficient to be processed!...
So there is always an index to point the specific item, also processing gonna be faster, there is relationship between the items as well!...
Heap: No order, processing gonna be slower and values are messed up together with no specific order or index... there are random and there is no relationship between them... so execution and usage time could be vary...
I also create the image below to show how they may look like:
stack, heap and data of each process in virtual memory:
In the 1980s, UNIX propagated like bunnies with big companies rolling their own.
Exxon had one as did dozens of brand names lost to history.
How memory was laid out was at the discretion of the many implementors.
A typical C program was laid out flat in memory with
an opportunity to increase by changing the brk() value.
Typically, the HEAP was just below this brk value
and increasing brk increased the amount of available heap.
The single STACK was typically an area below HEAP which was a tract of memory
containing nothing of value until the top of the next fixed block of memory.
This next block was often CODE which could be overwritten by stack data
in one of the famous hacks of its era.
One typical memory block was BSS (a block of zero values)
which was accidentally not zeroed in one manufacturer's offering.
Another was DATA containing initialized values, including strings and numbers.
A third was CODE containing CRT (C runtime), main, functions, and libraries.
The advent of virtual memory in UNIX changes many of the constraints.
There is no objective reason why these blocks need be contiguous,
or fixed in size, or ordered a particular way now.
Of course, before UNIX was Multics which didn't suffer from these constraints.
Here is a schematic showing one of the memory layouts of that era.
A couple of cents: I think, it will be good to draw memory graphical and more simple:
Arrows - show where grow stack and heap, process stack size have limit, defined in OS, thread stack size limits by parameters in thread create API usually. Heap usually limiting by process maximum virtual memory size, for 32 bit 2-4 GB for example.
So simple way: process heap is general for process and all threads inside, using for memory allocation in common case with something like malloc().
Stack is quick memory for store in common case function return pointers and variables, processed as parameters in function call, local function variables.
Since some answers went nitpicking, I'm going to contribute my mite.
Surprisingly, no one has mentioned that multiple (i.e. not related to the number of running OS-level threads) call stacks are to be found not only in exotic languages (PostScript) or platforms (Intel Itanium), but also in fibers, green threads and some implementations of coroutines.
Fibers, green threads and coroutines are in many ways similar, which leads to much confusion. The difference between fibers and green threads is that the former use cooperative multitasking, while the latter may feature either cooperative or preemptive one (or even both). For the distinction between fibers and coroutines, see here.
In any case, the purpose of both fibers, green threads and coroutines is having multiple functions executing concurrently, but not in parallel (see this SO question for the distinction) within a single OS-level thread, transferring control back and forth from one another in an organized fashion.
When using fibers, green threads or coroutines, you usually have a separate stack per function. (Technically, not just a stack but a whole context of execution is per function. Most importantly, CPU registers.) For every thread there're as many stacks as there're concurrently running functions, and the thread is switching between executing each function according to the logic of your program. When a function runs to its end, its stack is destroyed. So, the number and lifetimes of stacks are dynamic and are not determined by the number of OS-level threads!
Note that I said "usually have a separate stack per function". There're both stackful and stackless implementations of couroutines. Most notable stackful C++ implementations are Boost.Coroutine and Microsoft PPL's async/await. (However, C++'s resumable functions (a.k.a. "async and await"), which were proposed to C++17, are likely to use stackless coroutines.)
Fibers proposal to the C++ standard library is forthcoming. Also, there're some third-party libraries. Green threads are extremely popular in languages like Python and Ruby.
I have something to share, although the major points are already covered.
Stack
Very fast access.
Stored in RAM.
Function calls are loaded here along with the local variables and function parameters passed.
Space is freed automatically when program goes out of a scope.
Stored in sequential memory.
Heap
Slow access comparatively to Stack.
Stored in RAM.
Dynamically created variables are stored here, which later requires freeing the allocated memory after use.
Stored wherever memory allocation is done, accessed by pointer always.
Interesting note:
Should the function calls had been stored in heap, it would had resulted in 2 messy points:
Due to sequential storage in stack, execution is faster. Storage in heap would have resulted in huge time consumption thus making the whole program execute slower.
If functions were stored in heap (messy storage pointed by pointer), there would have been no way to return to the caller address back (which stack gives due to sequential storage in memory).
Wow! So many answers and I don't think one of them got it right...
1) Where and what are they (physically in a real computer's memory)?
The stack is memory that begins as the highest memory address allocated to your program image, and it then decrease in value from there. It is reserved for called function parameters and for all temporary variables used in functions.
There are two heaps: public and private.
The private heap begins on a 16-byte boundary (for 64-bit programs) or a 8-byte boundary (for 32-bit programs) after the last byte of code in your program, and then increases in value from there. It is also called the default heap.
If the private heap gets too large it will overlap the stack area, as will the stack overlap the heap if it gets too big. Because the stack starts at a higher address and works its way down to lower address, with proper hacking you can get make the stack so large that it will overrun the private heap area and overlap the code area. The trick then is to overlap enough of the code area that you can hook into the code. It's a little tricky to do and you risk a program crash, but it's easy and very effective.
The public heap resides in it's own memory space outside of your program image space. It is this memory that will be siphoned off onto the hard disk if memory resources get scarce.
2) To what extent are they controlled by the OS or language runtime?
The stack is controlled by the programmer, the private heap is managed by the OS, and the public heap is not controlled by anyone because it is an OS service -- you make requests and either they are granted or denied.
2b) What is their scope?
They are all global to the program, but their contents can be private, public, or global.
2c) What determines the size of each of them?
The size of the stack and the private heap are determined by your compiler runtime options. The public heap is initialized at runtime using a size parameter.
2d) What makes one faster?
They are not designed to be fast, they are designed to be useful. How the programmer utilizes them determines whether they are "fast" or "slow"
REF:
https://norasandler.com/2019/02/18/Write-a-Compiler-10.html
https://learn.microsoft.com/en-us/windows/desktop/api/heapapi/nf-heapapi-getprocessheap
https://learn.microsoft.com/en-us/windows/desktop/api/heapapi/nf-heapapi-heapcreate
A lot of answers are correct as concepts, but we must note that a stack is needed by the hardware (i.e. microprocessor) to allow calling subroutines (CALL in assembly language..). (OOP guys will call it methods)
On the stack you save return addresses and call → push / ret → pop is managed directly in hardware.
You can use the stack to pass parameters.. even if it is slower than using registers (would a microprocessor guru say or a good 1980s BIOS book...)
Without stack no microprocessor can work. (we can't imagine a program, even in assembly language, without subroutines/functions)
Without the heap it can. (An assembly language program can work without, as the heap is a OS concept, as malloc, that is a OS/Lib call.
Stack usage is faster as:
Is hardware, and even push/pop are very efficient.
malloc requires entering kernel mode, use lock/semaphore (or other synchronization primitives) executing some code and manage some structures needed to keep track of allocation.
Where and what are they (physically in a real computer's memory)?
ANSWER: Both are in RAM.
ASIDE:
RAM is like a desk and HDDs/SSDs (permanent storage) are like bookshelves. To read anything, you must have a book open on your desk, and you can only have as many books open as fit on your desk. To get a book, you pull it from your bookshelf and open it on your desk. To return a book, you close the book on your desk and return it to its bookshelf.
Stack and heap are names we give to two ways compilers store different kinds of data in the same place (i.e. in RAM).
What is their scope?
What determines the size of each of them?
What makes one faster?
ANSWER:
The stack is for static (fixed size) data
a. At compile time, the compiler reads the variable types used in your code.
i. It allocates a fixed amount of memory for these variables.
ii. This size of this memory cannot grow.
b. The memory is contiguous (a single block), so access is sometimes faster than the heap
c. An object placed on the stack that grows in memory during runtime beyond the size of the stack causes a stack overflow error
The heap is for dynamic (changing size) data
a. The amount of memory is limited only by the amount of empty space available in RAM
i. The amount used can grow or shrink as needed at runtime
b. Since items are allocated on the heap by finding empty space wherever it exists in RAM, data is not always in a contiguous section, which sometimes makes access slower than the stack
c. Programmers manually put items on the heap with the new keyword and MUST manually deallocate this memory when they are finished using it.
i. Code that repeatedly allocates new memory without deallocating it when it is no longer needed leads to a memory leak.
ASIDE:
The stack and heap were not primarily introduced to improve speed; they were introduced to handle memory overflow. The first concern regarding use of the stack vs. the heap should be whether memory overflow will occur. If an object is intended to grow in size to an unknown amount (like a linked list or an object whose members can hold an arbitrary amount of data), place it on the heap. As far as possible, use the C++ standard library (STL) containers vector, map, and list as they are memory and speed efficient and added to make your life easier (you don't need to worry about memory allocation/deallocation).
After getting your code to run, if you find it is running unacceptably slow, then go back and refactor your code and see if it can be programmed more efficiently. It may turn out the problem has nothing to do with the stack or heap directly at all (e.g. use an iterative algorithm instead of a recursive one, look at I/O vs. CPU-bound tasks, perhaps add multithreading or multiprocessing).
I say sometimes slower/faster above because the speed of the program might not have anything to do with items being allocated on the stack or heap.
To what extent are they controlled by the OS or language run-time?
ANSWER:
The stack size is determined at compile time by the compiler.
The heap size varies during runtime. (The heap works with the OS during runtime to allocate memory.)
ASIDE:
Below is a little more about control and compile-time vs. runtime operations.
Each computer has a unique instruction set architecture (ISA), which are its hardware commands (e.g. "MOVE", "JUMP", "ADD", etc.).
An OS is nothing more than a resource manager (controls how/when/ and where to use memory, processors, devices, and information).
The ISA of the OS is called the bare machine and the remaining commands are called the extended machine. The kernel is the first layer of the extended machine. It controls things like
determining what tasks get to use a processor (the scheduler),
how much memory or how many hardware registers to allocate to a task (the dispatcher), and
the order in which tasks should be performed (the traffic controller).
When we say "compiler", we generally mean the compiler, assembler, and linker together
The compiler turns source code into assembly language and passes it to the assembler,
The assembler turns the assembly language into machine code (ISA commands), and passes it to the linker
The linker takes all machine code (possibly generated from multiple source files) and combines it into one program.
The machine code gets passed to the kernel when executed, which determines when it should run and take control, but the machine code itself contains ISA commands for requesting files, requesting memory, etc. So the code issues ISA commands, but everything has to pass by the kernel.
The stack is essentially an easy-to-access memory that simply manages its items
as a - well - stack. Only items for which the size is known in advance can go onto the stack. This is the case for numbers, strings, booleans.
The heap is a memory for items of which you can’t predetermine the
exact size and structure. Since objects and arrays can be mutated and
change at runtime, they have to go into the heap.
Source: Academind
I feel most answers are very convoluted and technical, while I didn't find one that could explain simply the reasoning behind those two concepts (i.e. why people created them in the first place?) and why you should care. Here is my attempt at one:
Data on the Stack is temporary and auto-cleaning
Data on the Heap is permanent until manually deleted
That's it.
 
 
Still, for more explanations :
The stack is meant to be used as the ephemeral or working memory, a memory space that we know will be entirely deleted regularly no matter what mess we put in there during the lifetime of our program. That's like the memo on your desk that you scribble on with anything going through your mind that you barely feel may be important, which you know you will just throw away at the end of the day because you will have filtered and organized the actual important notes in another medium, like a document or a book. We don't care for presentation, crossing-outs or unintelligible text, this is just for our work of the day and will remember what we meant an hour or two ago, it's just our quick and dirty way to store ideas we want to remember later without hurting our current stream of thoughts. That's what people mean by "the stack is the scratchpad".
The heap however is the long-term memory, the actual important document that will we stored, consulted and depended on for a very long time after its creation. It consequently needs to have perfect form and strictly contain the important data. That why it costs a lot to make and can't be used for the use-case of our precedent memo. It wouldn't be worthwhile, or even simply useless, to take all my notes in an academic paper presentation, writing the text as calligraphy. However this presentation is extremely useful for well curated data. That's what the heap is meant to be. Well known data, important for the lifetime application, which is well controlled and needed at many places in your code. The system will thus never delete this precious data without you explicitly asking for it, because it knows "that's where the important data is!".
This is why you need to manage and take care of memory allocation on the heap, but don't need to bother with it for the stack.
Most top answers are merely technical details of the actual implementations of that concept in real computers.
So what to take away from this is that:
Unimportant, working, temporary, data just needed to make our functions and objects work is (generally) more relevant to be stored on the stack.
Important, permanent and foundational application data is (generally) more relevant to be stored on the heap.
This of course needs to be thought of only in the context of the lifetime of your program. Actual humanly important data generated by your program will need to be stored on an external file evidently. (Since whether it is the heap or the stack, they are both cleared entirely when your program terminates.)
PS: Those are just general rules, you can always find edge cases and each language comes with its own implementation and resulting quirks, this is meant to be taken as a guidance to the concept and a rule of thumb.
CPU stack and heap are physically related to how CPU and registers works with memory, how machine-assembly language works, not high-level languages themselves, even if these languages can decide little things.
All modern CPUs work with the "same" microprocessor theory: they are all based on what's called "registers" and some are for "stack" to gain performance. All CPUs have stack registers since the beginning and they had been always here, way of talking, as I know. Assembly languages are the same since the beginning, despite variations... up to Microsoft and its Intermediate Language (IL) that changed the paradigm to have a OO virtual machine assembly language. So we'll be able to have some CLI/CIL CPU in the future (one project of MS).
CPUs have stack registers to speed up memories access, but they are limited compared to the use of others registers to get full access to all the available memory for the processus. It why we talked about stack and heap allocations.
In summary, and in general, the heap is hudge and slow and is for "global" instances and objects content, as the stack is little and fast and for "local" variables and references (hidden pointers to forget to manage them).
So when we use the new keyword in a method, the reference (an int) is created in the stack, but the object and all its content (value-types as well as objects) is created in the heap, if I remember. But local elementary value-types and arrays are created in the stack.
The difference in memory access is at the cells referencing level: addressing the heap, the overall memory of the process, requires more complexity in terms of handling CPU registers, than the stack which is "more" locally in terms of addressing because the CPU stack register is used as base address, if I remember.
It is why when we have very long or infinite recurse calls or loops, we got stack overflow quickly, without freezing the system on modern computers...
C# Heap(ing) Vs Stack(ing) In .NET
Stack vs Heap: Know the Difference
Static class memory allocation where it is stored C#
What and where are the stack and heap?
https://en.wikipedia.org/wiki/Memory_management
https://en.wikipedia.org/wiki/Stack_register
Assembly language resources:
Assembly Programming Tutorial
Intel® 64 and IA-32 Architectures Software Developer Manuals
When a process is created then after loading code and data OS setup heap start just after data ends and stack to top of address space based on architecture
When more heap is required OS will allocate dynamically and heap chunk is always virtually contiguous
Please see brk(), sbrk() and alloca() system call in linux

Stack and heap in programming language

In C99, the following line of code create a variable ptr on stack which points to a memory region on the heap.
int *ptr = (int*)malloc(sizeof(int)*10);
Where are the definitions of stack and heap? I could not find them in the C99 language specification.
Are the stack and heap defined by the operating system or instruction set architecture or something else?
The another related questions is that whether the concept of stack and heap in C# are exactly the same as the concept in C99? Since C# code are run on the .Net framework, I do not sure if the concept is the same as C99.
Stacks and heaps are implementation details; like you discovered, the C language definition doesn't mention them at all.
The C language definition talks about storage durations of objects. Objects with auto storage duration have lifetimes that extend over their enclosing block; it just so happens that the hardware stack makes that behavior easy to implement, so almost all C implementations do so. Objects with allocated storage duration have lifetimes that extend from the malloc/calloc/realloc call until a call to free. Again, almost all C implementations take advantage of the system heap for that behavior.
However, an implementation doesn't have to use a system-supplied stack or heap to satisfy object storage duration requirements; it would just be a bit more work.
The heap is the amount of memory that is allocated to a given process that is running on the machine. The stack is a generally smaller amount of memory that is allocated to the thread that is currently running on the given process.
When you create a local variable it is stored to the stack. This selection of memory is called the stack because as it deals with scopes different values are pushed or popped from the addressable space as you would do with a stack data structure.
Then when you malloc a variable it is stored to the heap and thus saved even across multiple scopes.
Note that things stored on the heap must be free'd when you're done using them, whereas the OS automatically handles that for things on the stack.
checkout http://gribblelab.org/CBootcamp/7_Memory_Stack_vs_Heap.html

Registers in C#

we all know the idea of stack and heap, but I recently read about a third option to save data: registers.
I have a hard time finding good articles about this type, what I found was: http://www.dotnetperls.com/method-parameter, and a lot of stuff for C, for example: http://igoro.com/archive/volatile-keyword-in-c-memory-model-explained/
The only real informations I have so far: every CPU has its own registers, which can be used to save data, which is accessed at the fastest way possible, for example in the for loops.
As far as I've seen, this en-registering is made by the CLR. Then I remembered this volatile-keyword, and if we look at MSDN:
The volatile keyword indicates that a field might be modified by
multiple threads that are executing at the same time. Fields that are
declared volatile are not subject to compiler optimizations that
assume access by a single thread. This ensures that the most
up-to-date value is present in the field at all times.
So does the Volatile exactly that? It tells the CLR not to use the CPU register but the stack/heap, which can be accesses by all CPUs/threads?
I'm sorry for my confusing question, but there is really little information on this topic around.
"Every CPU has his own Register"
Every CPU has a set of registers, that are used for most operations that involve any data. Typically an instruction loads some data from memory into a register, then another instruction does some calculations on the data in the register.
The CPU has a few registers that are intended for data, some that are intended for pointers, and some special registers that keep track of program execution like the instruction pointer, the stack pointer and the flags register.
As the CPU has several registers, the JIT compiler can sometimes use a few of them as storage for local variables. Instead of allocating the variable on the stack, the register is dedicated to hold the value of the variable.
The volatile keyword doesn't affect how registers can be used for storage. If a variable can be accessed by different threads, then it's not the kind of variable that is a candidate to be stored in a register. In practive, it's just local variables with a limited scope and short life span that will be stored in registers.
That sentence is misleading in the sense that it is not a precise definition of what volatile guarantees. Volatile is not specified in terms of compiler optimizations. Also, restricting the compiler is not enough on ARM. The CPU must be restricted as well. I suggest you research what volatile guarantees exactly.
It is not even true that volatile prevents the use of registers. Volatile loads guarantee that the volatile variable is being read exactly as often as the program does it and in the same order.
When you write:
volatile int sharedVar = 0;
Console.WriteLine(sharedVar);
Console.WriteLine(sharedVar);
The JIT must read exactly two times. But it can still use registers to store the values read.
If the CLR can prove that sharedVar is never written to and always will have the value 0 it can even delete the reads. It probably has to insert memory barriers in some places instead of the reads because volatile accesses have certain ordering guarantees. But no load has to physically happen at all. (The current JIT does not do this optimization.)
Registers are an implementation detail. The CLR is not specified in terms of physical implementation. I understand you want to know about implementation details and that's fine. They do not matter much for what the CLR guarantees the programmer, though.

Local variables vs instance variables

I've been doing a lot of research on C# optimization for a game that I'm building with XNA, and I still don't quite understand whether local variables are instance variables give better performance when constantly being updated and used.
According to http://www.dotnetperls.com/optimization , you should avoid parameters and local variables, meaning instance variables are the best option in terms of performance.
But a while ago, I read on another StackOverflow post (I can't seem to find where it was) that local variables are stored in a part of memory that is far quicker to access, and that every time an instance variable is set, the previous value has to be erased as a tedious extra step before a new value can be assigned.
I know that design-wise, it might break encapsulation to use instance variables in that kind of situation, but I'm strictly curious about performance. Currently in my game, I pass around local variables to 3 out of 7 methods in a class, but I could easily promote the variables to instance variables and be able to entirely avoid parameter passing and local variables.
So which would be better?
Are your variables reference (class, or string) or value (struct) types?
For reference types there's no meaningful difference between passing them as a method argument and holding them on an object instance. In the first case when entering the function the argument will (for functions with a small argument count) end up in a register. In the second case the reference exists as an offset of the data pointed to in memory by 'this'. Either scenario is a quick grab of a memory address and then fetching the associated data out of memory (this is the expensive part).
For value types the above is true for certain types (integers or floats that can fit in your CPU's registers). For those specific things it's probably a little cheaper to pass-by-value vs. extracting them off 'this'. For other value types (DateTime or structs you might make yourself or any struct with multiple members) when the data is going to be too large to pass in through a register so this no longer matters.
It's pretty unlikely, though, that any of this matters for the performance of your application (even a game). Most common .NET performance problems (that are not simply inefficient algorithms) are going to, in some form, come from garbage generation. This can manifest itself through accidental boxing, poor use of string building, or poor object lifetime management (your objects have lifespans that are neither very short nor very long/permanent).
Personally, I wouldn't be looking at this as the culprit for performance issues (unless you are constantly passing large structs). My naive understanding is that GC pressure is the usual consideration with XNA games, so being frugal with your object instances basically.
If the variable is method-local, the value itself or the reference (when a reference type) will be located on the stack. If you promote those to class member variables they will be located in the class's memory on the heap.
Method calls would technically become faster as you are no longer copying references or values on the call (because presumably you can remove the parameters from the method if the method is also local to the class).
I'm not sure about the relative performance, but to me it seems that if you need to persist the value then the value makes some sense being in the class...
To me it seems like any potential gains from doing one in favour of the other is outweighed by the subtle differences between the two - making them roughly equivalent or so small a difference as to not care.
Of course, all this stands to be corrected in the face of hard numbers from performance profiling.
Not passing arguments will be slightly faster, not initialising local objects (if they are objects) will be faster.
What you read in both articles is not contradictory, one is mentioning that passing argument costs time and the other mention that initialising objects (in local objects) can cost time as well.
About allocating new objects, one thing you can do is to reuse objects rather discarding them. For example, some time ago, I had to write some code for traders which would compute the price of a few products in real time in C/C++ and C#. I obtained a major boost of performance by not re-creating the system of equation from scratch but only by merely updating the system incrementally from the previous system.
This avoided allocating memory for the new objects, initialising new objects and often the system would be nearly the same so I would have only to modify tiny bits to update it.
Usually, before to do any optimisation you want to make sure that you are optimising something that will impact significantly the overall performance ?

Creating Local variables in .Net

I just want to know that creating local variables to accept the return value of function is going to hit memory usage or performance in .Net applications , especially in ASP.Net.
say
MyObject myObject = Foo();
MyOtherObject myOtherObject = Boo();
SomeFuntion(myObject, myOtherObject);
OR
Should I use
MyFunction(Foo(), Boo());
Certainly the former usage has a better readability.. But what about the memory usage and performance?
Thanks in advance
123Developer
Don't optimise prematurely; in a release build it is quite likely that the compiler will optimise these away anyway! Either way, you are just talking a tiny amount of stack space for (presumably) a few references. Either approach is fine; go with whichever is more readable.
CIL (the intermediate language into which C# is compiled) is a stack-based language so the return values of the intermediate functions need to end up on the stack before being passed as arguments to the final one anyway.
There's no way of predicting what the C# compiler will do[1] in terms of locals; it may decide to use locals when you do, or it may use the stack behaviour and skip them altogether. Similarly it may synthesize locals even when you don't use them, or it might not.
Either way, the performance difference isn't worth worrying about.
[1] Yes, of course, you can compile and look at the IL it produces to determine what it will do, but that is only valid for the current version of the compiler you're using and is an implementation detail you shouldn't rely on.
I believe the memory performance would be essentially the same. And unless performance testing were to show a significant difference, choose the option with enhanced readability.
Don't be afraid to use local variables. The difference in memory usage and performance is very small, or in some cases none at all.
In your specific case the local variables may use 8 bytes (16 bytes on a 64-bit application) of stack space. However, the compiler can create local variables by itself if it's needed for temporary storage, so it's possible that both versions have the same set of local variables anyway.
Also, the compiler can use processor registers instead of stack space for some local variables, so it's not even certain that creating a local variable actually uses any stack space at all.
Allocating stack space is very cheap anyhow. When the method is called, a stack frame is created for the local data in the method. If more memory has to be allocated, that will only change how much the stack pointer is moved, it will not produce any extra code at all.
So, just write the code so that it's maintainable and robust, and trust the compiler to optimize the variable usage.

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