How could be defined a code that store 'this' during class finalization? How the garbage collector should behave (if defined somewhere)?
In my mind the GC should finalize multiple times the class instance, and the following test application shall print "66", but the finalizer is executed only once, causing the application to print "6".
Few lines of code:
using System;
namespace Test
{
class Finalized
{
~Finalized()
{
Program.mFinalized = this;
}
public int X = 5;
}
class Program
{
public static Finalized mFinalized = null;
static void Main(string[] args)
{
Finalized asd = new Finalized();
asd.X = 6;
asd = null;
GC.Collect();
if (mFinalized != null)
Console.Write("{0}", mFinalized.X);
mFinalized = null;
GC.Collect();
if (mFinalized != null)
Console.Write("{0}", mFinalized.X);
}
}
}
What I'm trying to do is to understand how finalizers manage instance memory. In my application could be desiderable to re-use instance reference again for further processing.
It's clear that the finalizer doesn't "free" memory (at least in my test application). May the memory chunk be reused for other purposes? Or even freed? And if it isn't, that would be a memory leak or what?
Now, I'm confused more than before.
This is due to Resurrection. By storing the object in another variable during finalization (assigning this to a variable), you resurrect the obejct instance as far as the GC is concerned. You are allowed to resurrect your object in .NET, and you can actually cause the GC to finalize the object more than once, but you have to explicitly request it via GC.ReRegisterForFinalize .
For details, see Automatic Memory Management in the Microsoft .NET Framework.
GC.Collect does a sweep, special-casing any objects with a finalizer and not collecting them. Once these finalizer objects have finalized, GC then runs again over these objects. If they're no longer eligible for collection (by re-rooting, as you do), so be it. Normally the finalizer only runs once, but IIRC, you can request that it runs again.
Finalizer only gets called once. You're free to assign self to somewhere, and prevent the object being garbage collected. But once the object is available again for GC, it doesn't run the finalizer.
I'm interested in any good uses of resurrected objects.
The MSDN states "There are very few good uses of resurrection, and you really should avoid it if possible".
Also Bill Wagner in his Effective C# says "You cannot make this kind of construct work reliably. Dont try". But the book is 2 years old so maybe something changed?
Related
I have a test that I expected to pass but the behavior of the Garbage Collector is not as I presumed:
[Test]
public void WeakReferenceTest2()
{
var obj = new object();
var wRef = new WeakReference(obj);
wRef.IsAlive.Should().BeTrue(); //passes
GC.Collect();
wRef.IsAlive.Should().BeTrue(); //passes
obj = null;
GC.Collect();
wRef.IsAlive.Should().BeFalse(); //fails
}
In this example the obj object should be GC'd and therefore I would expect the WeakReference.IsAlive property to return false.
It seems that because the obj variable was declared in the same scope as the GC.Collect it is not being collected. If I move the obj declaration and initialization outside of the method the test passes.
Does anyone have any technical reference documentation or explanation for this behavior?
Hit the same issue as you - my test was passing everywhere, except for under NCrunch (could be any other instrumentation in your case). Hm. Debugging with SOS revealed additional roots held on a call stack of a test method. My guess is that they were a result of code instrumentation that disabled any compiler optimizations, including those that correctly compute object reachability.
The cure here is quite simple - don't ever hold strong references from a method that does GC and tests for aliveness. This can be easily achieved with a trivial helper method. The change below made your test case pass with NCrunch, where it was originally failing.
[TestMethod]
public void WeakReferenceTest2()
{
var wRef2 = CallInItsOwnScope(() =>
{
var obj = new object();
var wRef = new WeakReference(obj);
wRef.IsAlive.Should().BeTrue(); //passes
GC.Collect();
wRef.IsAlive.Should().BeTrue(); //passes
return wRef;
});
GC.Collect();
wRef2.IsAlive.Should().BeFalse(); //used to fail, now passes
}
private T CallInItsOwnScope<T>(Func<T> getter)
{
return getter();
}
There are a few potential issues I can see:
I am unaware of anything in the C# specification which requires that the lifetimes of local variables be limited. In a non-debug build, I think the compiler would be free to omit the last assignment to obj (setting it to null) since no code path would cause the value of obj will never be used after it, but I would expect that in a non-debug build the metadata would indicate that the variable is never used after the creation of the weak reference. In a debug build, the variable should exist throughout the function scope, but the obj = null; statement should actually clear it. Nonetheless, I'm not certain that the C# spec promises that the compiler won't omit the last statement and yet still keep the variable around.
If you are using a concurrent garbage collector, it would may be that GC.Collect() triggers the immediate start of a collection, but that the collection wouldn't actually be completed before GC.Collect() returns. In this scenario, it may not be necessary to wait for all finalizers to run, and thus GC.WaitForPendingFinalizers() may be overkill, but it would probably solve the problem.
When using the standard garbage collector, I would not expect the existence of a weak reference to an object to prolong the existence of the object in the way that a finalizer would, but when using a concurrent garbage collector, it's possible that abandoned objects to which a weak reference exists get moved to a queue of objects with weak references that need to be cleaned up, and that the processing of such cleanup happens on a separate thread that runs concurrently with everything else. In such case, a call to GC.WaitForPendingFinalizers() would be necessary to achieve the desired behavior.
Note that one should generally not expect that weak references will be invalidated with any particular degree of timeliness, nor should one expect that fetching Target after IsAlive reports true will yield a non-null reference. One should use IsAlive only in cases where one wouldn't care about the target if it's still alive, but would be interested in knowing that the reference has died. For example, if one has a collection of WeakReference objects, one may wish to periodically iterate through the list and remove WeakReference objects whose target has died. One should be prepared for the possibility that WeakReferences might remain in the collection longer than would be ideally necessary; the only consequence if they do so should be a slight waste of memory and CPU time.
As far as I know, calling Collect does not guarantee that all resources are released. You are merely making a suggestion to the garbage collector.
You could try to force it to block until all objects are released by doing this:
GC.Collect(2, GCCollectionMode.Forced, true);
I expect that this might not work absolutely 100% of the time. In general, I would avoid writing any code that depends on observing the garbage collector, it is not really designed to be used in this way.
Could it be that the .Should() extension method is somehow hanging on to a reference? Or perhaps some other aspect of the test framework is causing this issue.
(I'm posting this as an answer otherwise I can't easily post the code!)
I have tried the following code, and it works as expected (Visual Studio 2012, .Net 4 build, debug and release, 32 bit and 64 bit, running on Windows 7, quad core processor):
using System;
namespace Demo
{
internal class Program
{
private static void Main(string[] args)
{
var obj = new object();
var wRef = new WeakReference(obj);
GC.Collect();
obj = null;
GC.Collect();
Console.WriteLine(wRef.IsAlive); // Prints false.
Console.ReadKey();
}
}
}
What happens when you try this code?
This answer is not related to unit tests, but it might be helpful to somebody who's testing out weak references and wondering why they don't work as expected.
The issue is basically the JIT keeping the variables alive. This can be avoided by instantiating the WeakReference and the target object in a non-inlined method:
private static MyClass _myObject = new MyClass();
static void Main(string[] args)
{
WeakReference<object> wr = CreateWeakReference();
_myObject = null;
GC.Collect();
GC.WaitForPendingFinalizers();
GC.Collect();
wr.TryGetTarget(out object targetObject);
Console.WriteLine(targetObject == null ? "NULL" : "It's alive!");
}
[MethodImpl(MethodImplOptions.NoInlining)]
private static WeakReference<object> CreateWeakReference()
{
_myObject = new MyClass();
return new WeakReference<object>(_myObject);
}
public class MyClass
{
}
Commenting out _myObject = null; will prevent garbage collection of that object.
I have a feeling that you need to call GC.WaitForPendingFinalizers() as I expect that week references are updated by the finalizers thread.
I had issues with the many years ago when writing a unit test and recall that WaitForPendingFinalizers() helped, so did making to calls to GC.Collect().
The software never leaked in real life, but writing a unit test to prove that the object was not kept alive was a lot harder then I hoped. (We had bugs in the past with our cache that did keep it alive.)
I have this simple code and trying to call the destructor but I can't call it :(
I know that GarbageCollector runs when it's necessary, so I used GC.WaitForPendingFinalizers(); but it didn't work either.
Here is my code:
class Program
{
static void Main(string[] args)
{
Calculator calculator = new Calculator();
Console.WriteLine("{0} / {1} = {2}", 120, 15, calculator.Divide(120, 15)
GC.Collect();
GC.WaitForPendingFinalizers();
Console.WriteLine("Program finishing");
}
}
class Calculator
{
// Constructor
public Calculator()
{
Console.WriteLine("Calculator being created");
}
// Public Divide method
public int Divide(int first, int second)
{
return first / second;
}
// Destructor
~Calculator()
{
Console.WriteLine("Destructor is called");
}
}
And here is my output:
Calculator being created
120 / 15 = 8
Program finishing
What am I doing wrong? Why can't I see "Destructor is called" ?
The lifetime of a local variable is the lifetime of the activation of control within the local variable scope that declares it. So your local is alive until the end of main. That alone is sufficient to explain why it is not collected, but there are subtleties here that we should explore in more depth.
The lifetime may be extended by a variety of mechanisms, including capturing outer variables by a lambda, iterator blocks, asynchronous methods, and so on.
The lifetime is permitted to be shortened in cases where the jitter can prove that doing so has no effect on the single-threaded flow of control. (You can use KeepAlive to ensure this shortening does not happen in cases where you must avoid it.)
In your case, the runtime is permitted to notice that the local is never read from again, mark it as dead early, and thereby orphaning the reference to the object, which would then be collected and finalized. It is not required to do so, and apparently, in your case, does not.
As another answer correctly notes: the GC will deliberately suppress this optimization if it detects that a debugger is running, because it is a bad user experience for an object to be collected while you are examining a variable containing a reference to it in the debugger!
Let's consider the implications of my statements about shortened lifetimes, because I think you may not have fully grasped those implications.
The runtime is permitted to notice that the ctor never accesses this.
The runtime is permitted to notice that divide never accesses this.
The runtime is permitted to notice that therefore the local is never actually read from and used
Therefore the object is permitted to be never rooted in the GC at any point in its lifetime.
Which means that the garbage collector is permitted to run the finalizer before the constructor.
The GC and finalizer runs on their own threads, remember; the operating system could suspend the main thread and switch to the gc and finalizer threads at any point, including after the allocator runs but before control passes to the constructor.
Absolutely crazy things are permitted to happen in scenarios like the one you wrote; the finalizer not running is the least of your problems! It is when it could run that is scary.
If that fact was not immediately clear to you, then you have no business writing a finalizer. Writing a correct finalizer is one of the hardest things to do in C#. If you are not an expert on all the fine details of the CLR garbage collector semantics, you should not be writing a finalizer.
For more thoughts on how writing a finalizer is difficult, see my series of articles on the subject, which begins here:
https://ericlippert.com/2015/05/18/when-everything-you-know-is-wrong-part-one/
If you run a program with the debugger attached it changes the behavior of the lifetime of objects.
Without the debugger a object becomes ellagable for collection as soon as the last use of the object has been passed in the code. With the debugger attached the lifetime of all objects get extended to the entire time the object is in scope, this is done so you can view the object in the Watch window of the debugger and not have the object collected out from under you.
You must either run your program in release mode without the debugger attached or set calculator to null before you call GC.Collect() to be able to have the object be eligible for garbage collection and have it's finalizer run.
I would not recommend to really on destructors .net
anyway in your case GC don't think your object is garbage at the moment you calling GS because you have alive link in your stack calculator which is point to object in heap
so you can try to modify this code
main(){
DoCalculations();
//at this point object calculator is garbage (because it was allocated in stack)
GC.Collect();
}
DoCalculations(){
Calculator calculator = new Calculator(); // object allocated
calcualtor.doSomething(); //link alive
}
MSDN says for GC.Collect()
All objects, regardless of how long they have been in memory, are
considered for collection; however, objects that are referenced in
managed code are not collected. Use this method to force the system
to try to reclaim the maximum amount of available memory.
So I would expect that a Child class that is still referenced in a Parent class is not collected before the Parent is collected.
But the weird thing is that it is MOSTLY collected BEFORE the parent is collected. This does not make any sense to me.
I compile the following code on VS2010 and run it on framework 4.0.
What I get is this:
using System;
namespace GarbageCollector
{
class Child
{
public bool bInUse = true;
public void Dispose()
{
Console.WriteLine("Child finished by Parent.");
bInUse = false;
}
~Child()
{
bInUse = false;
}
}
class Parent
{
Child child = new Child();
~Parent()
{
if (!child.bInUse)
Console.WriteLine("Finalizing Child that is still in use in a Parent!");
child.Dispose();
}
}
class Program
{
static void Main(string[] args)
{
while (true)
{
for (int i=0; i<10; i++)
{
Parent P = new Parent();
}
GC.Collect();
}
}
}
}
Can anybody explain me what is going on here?
EDIT:
I already found out how to solve the problem. If you want to access class members in the Finalizer of your class this can be a problem if these members themself also have a Finalizer. In this case the members may already be dead before the Finalizer of your class can access them because the GarbageCollector destroys them in ANY order. (Child before Parent or Child after Parent)
BUT if you access class members that do NOT have an own finalizer this problem does not appear.
So if you want to store for example a list of handles in your class and you want to close these handles in the Finalizer then make sure that this list class does NOT have an own Finalizer, otherwise your handles may be gone before you can close them!
So I would expect that a Child class that is still referenced in a Parent class is not collected before the Parent is collected.
That's not a true assumption. The GC is free to collect any object so long as it can prove that the object is no longer accessible from any code that will run at any point in the future. It is allowed to collect any object at that point, but it is free to collect, or leave, any of the objects meeting that condition. If an object references another, but neither are rooted or accessible from any rooted object, the GC is free to delete them in any order, or even to delete the child and not the parent.
It's also worth noting that your code is showing nothing. The finalizer for the object may be run at any point between when it's eligible for collect and when it actually is collected. even if the finalizer for both are run, the order that the finalizers run in isn't guarenteed to be the order that the objects themselves are collected in.
Of course, in practice, odds are very high that both objects will actually be collected at exactly the same time, unless one of the objects has existed for much longer than the other. The GC runs by considering all objects (in a given tier) as "dead", and then copying those that are still "alive" into a new section, leaving all that aren't copied to be overridden whenever something happens to need that memory, so if both objects are in the same GC tier (which is probable) then the memory for both locations is able to be overridden at exactly the same instant in time. As for when that memory is actually overridden, it'd be super hard to even find out (if it even ever is overridden).
So in the end the entire concept behind the quoted expectation isn't really a sensible premise, on many different levels.
Or is it already to late if the finalize method is reached?
Basically I'm creating some code to log to a MySql database. Each log entry is represented by an object and stored in a queue until it gets flushed to the database in a batch insert / update. I figured it'd be inefficient to create a new object on the heap every time I wanted to write an entry (especially since I might want to write an entry or two in performance sensitive areas). My solution was to create a pool of objects and reuse them.
Basically I'm trying to not re-invent the wheel by letting the .Net Garbage Collector let me know when an object is no longer needed and can be added back to the pool. The problem is I need away to abort garbage collection from the destructor. Is that possible?
Can you? Yes.
Should you? No, it is almost certainly a terrible idea.
The general rule C# developers should remember is the following:
If you find yourself writing a finalizer, you probably did something wrong.
The memory allocators used by well-established managed VMs (such as the CLR or JVM) are extremely fast. One of the things that slows down the garbage collector in these systems is the use of customized finalizers. In an effort to optimize the runtime, you are actually giving up a very fast operation in favor of a much slower operation. Furthermore, the semantics of "bringing an object back to life" are difficult to understand and reason about.
Before you consider using a finalizer, you should understand everything in the following articles.
Never write a finalizer again (well, almost never)
DG Update: Dispose, Finalization, and Resource Management
Connection pooling is a feature virtually any major DB connection implementation is already going to natively support, so there is no reason to handle this manually. You'll be able to simply create a new connection for each operation and know that behind the scenes the connections will actually be pooled.
To answer the literal question that you asked, yes. You can ensure that an object is not going to be GCed after it is finalized. You can do so simply by creating a reference to it from some "live" location.
This is a really bad idea though. Take a look at this example:
public class Foo
{
public string Data;
public static Foo instance = null;
~Foo()
{
Console.WriteLine("Finalized");
instance = this;
}
}
public static void Bar()
{
new Foo() { Data = "Hello World" };
}
static void Main(string[] args)
{
Bar();
GC.Collect();
GC.WaitForPendingFinalizers();
Console.WriteLine(Foo.instance.Data);
Foo.instance = null;
GC.Collect();
GC.WaitForPendingFinalizers();
}
This will print out:
Finalized
Hello World
So here we had an object end up being finalized, and we then accessed it later on. The problem however is that this object has been marked as "finalized". When it is finally hit by the GC again it's not finalized a second time.
You could re-register for finalization in the destructor, like so:
~YourClass()
{
System.GC.ReRegisterForFinalize(this);
}
And from there you'd probably want something to reference so it doesn't get finalized again, but this is a way to do it.
http://msdn.microsoft.com/en-us/library/system.gc.reregisterforfinalize(v=vs.110).aspx
Can I trust that an object is destroyed and its destructor is called immediately when it goes out of scope in C#?
I figure it should since many common coding practices (e.g. transaction objects) rely on this behaviour, but I'm not very used to working with garbage collection and have little insight to how such languages usually behave.
Thanks.
Nope, .Net and hence C# relies on a garbage collection memory management. So destructors (which in .Net is called finalizers) are not called until GC finds it proper to destroy the objects.
Additionally: most "regular" objects in C# don't have destructors. If you need the destructor pattern you should implement the IDisposable interface with the Dispose Pattern. On disposable objects you should also make sure that the Dispose method gets called, either with the using keyword or directly calling the method.
To further (hopefully) clarify: deterministic disposal is useful in .Net e.g. when you need to explicitly free resources that is not managed by the .Net runtime. Examples of such resources are file handles, database connections, etc. It is usually important that these resources be freed as soon as they no longer are needed. Thus we cannot afford to wait for the GC to free them.
In order to get deterministic disposal (similar to the scope behavior of C++) in the non-deterministic world of the .Net GC, the .Net classes rely on the IDisposable interface. Borrowing from the Dispose Pattern, here are some examples:
First, instantiating a disposable resource and then letting the object go out of scope, will leave it up to the GC to dispose the object:
1. {
2. var dr = new DisposableResource();
3. }
To fix this we can explicitly dispose the object:
1. {
2. var dr = new DisposableResource();
3.
4. ...
5.
6. dr.Dispose();
7. }
But what if something goes wrong between line 2 and 6? Dispose will not be called. To further ensure that Dispose will finally be called regardless of any exceptions we can do the following:
1. var dr = new DisposableResource();
2. try
3. {
4. ...
5. }
6. finally
7. {
8. dr.Dispose();
9. }
Since this pattern is often needed, C# includes the using keyword to simplify things. The following example is equivalent to the above:
1. using (var dr = new DisposableResource())
2. {
3. ...
4. }
No. An object doesn't actually go "out of scope," the reference to it (i.e. the variable you use to access it) does.
Once there are no more references to a given object, that object becomes eligible for garbage collection (GC) should the need arise. Whenever the GC decides it needs to reclaim the space your no-longer-referenced object, that's when the objects finalizer will be called.
If your object is a resource (e.g. a file handle, database connection), it should implement the IDisposable interface (which obligates the object to implement a Dispose() method to clean up any open connections, etc). The best practice for you in this case would be to create the object as part of a using block, so that when this block is completed, your application will automatically call the objects Dispose() method, which will take care of closing your file/db connection/whatever.
e.g.
using (var conn = new DbConnection())
{
// do stuff with conn
} // conn.Dispose() is automatically called here.
The using block is just some syntactic sugar which wraps your interactions with the conn object in a try block, along with a finally block which only calls conn.Dispose()
There is no such thing als a C++-like destructor in C#. (There is a different concept of destructor in C#, also called a finalizer, which uses the same syntax as C++ destructors, but they are unrelated to destroying objects. They're intended to provide a cleanup mechanism for unmanaged resources.)
The garbage collector will cleanup objects sometime after they are no longer referenced. Not immediately, and there is no way to guarantee this either.
Luckily there is also no real reason why you would want to guarantee this. If you need the memory, then the GC will reclaim it then. If you don't, why care if there's still some garbage object around? It's not a memory leak: the GC can still find it and clean it up any time.
No, this isn't guaranteed. Similar to languages such as Java, in C# the garbage collector runs when it's needed (i. e. when the heap is getting too full). However, when your objects implement IDisposable, i. e. they have a Dispose() method and it has to be called, then you can take advantage of the using keyword:
using (var foo = new DisposableObject()) {
// do something with that
}
That way Dispose() will be called immediately when leaving that using block.
Note: IDisposable is found in many types, most notably GDI+ but also database connections, transactions, etc. so it may really be the right pattern here.
Note 2: Behind the scenes above block will get translated into a try/finally block:
var foo = new DisposableObject();
try
{
// do something with that
}
finally
{
foo.Dispose();
}
But that translation is done by the compiler and very handy for not forgetting to call Dispose().
I don't think you should rely on garbage collectors in this way. Even if you deduct how they operate it might very well be that in the next release they've reimplemented it.
In any case, objects are not garbage collected the moment you unreference them. Typically they are collected until some threshold is reached and then they are released.
Especially in java programs this is very noticeable when you look at the memory consumption on the task manager. It grows and grows and all of a sudden every minute it drops again.
No. If you refer to CLI specification (p. 8.9.6.7 about Finalizers) http://www.ecma-international.org/publications/files/ECMA-ST/Ecma-335.pdf you can find the following
the CLI should ensure that finalizers are called soon after the instance becomes
inaccessible. While relying on memory pressure to
trigger finalization is acceptable, implementers should consider the use of additional
metrics
but it must not.