In my app I have a large object that's created every few seconds. I do with it some job and then I don't need it anymore.
I saw in the task manager that the ram size goes up even if I don't have any reference to the object and it needs to be collected.
After implementing IDisposable the ram goes down immediately.
Why is this? I didn't do GC.Collect, I just released the object and told the GC it doesn't need to call the finalizer for my object.
EDIT:
Here is the code I use for my IDisposable objects:
public void Dispose()
{
base.Dispose();
Dispose(true);
GC.SuppressFinalize();
}
private void Dispose(bool disposing)
{
//here i release unmanaged resources
if (disposing)
{
//here i release all managed resources
}
}
~MyObject()
{
Dispose(false);
}
In my large object, I do myObject.Dispose(); after I don't need it anymore.
My question was not about how to implement IDisposable or how GC works in general. I just want to know how is it possible that there's a difference when I dispose of the object myself or let GC do its job.
With .NET memory doesn't have 2 states as usual (used and unused), but in effect 4: (A) Used by live object, (B) Used by dead object, (C) Not used by any object, but by the framework and (D) not used.
When you create an object, the Framework will first try to use memory of category (C) for it, is there isn't enough usable left of it, it will ask the OS for some of type (D), will convert it into (C) and then use it for your object.
When an object goes out of scope, it will fall from (A) to (B), on the next garbage run it will go from (B) to either (C) or (D). This depends heavily on the internal structures (think memeory fragmentation and friends), of the memory pressure and of the type of object collected (think IDisposable and friends)
What you want to achieve is, that as fast as possible after your big Object goes out of scope, the memory it used goes to (D). Here are some hints:
Make sure your object's size is a multiple of 4K - this makes it much more likely, that no other object shares a memory page with your object, so it can more easily be given back to the OS
Experiment with a AddMemoryPressure() bracket around object disposal, but be aware of side effects. This is similar to forcing GC.Collect(), but less intrusive: It will hint the GC to collect soon, but not exactly now
Rethink your basic concept: Is the big object a Singleton (i.e. only one can exist at any given time)? If yes, think of allocating it once and recycling it: This will make your Applications RAM requirements more predictable - and possible save you from ugly OOM situations while running.
As #Steven pointed out in his comments, IDisposable is something the CLR doesn't care about. By implementing it you simply tell consumers of your object to call its Dispose method when object no longer needed. In terms of mem management you can make up your own interface for this, say IDisposable2, and get the same technical effect. This would however be a stupid thing to do because .net developers should know to call idisposable.dispose when object no longer needed. Also, there is built in language (c#) support for this interface (using {...}).
You write
"I tried to implement IDisposable and then the ram goes down immideitly."
What matters is what your "implement" does. The code there should clean up unmanaged code, windows resources etc.
Using IDisposable means that you are implementing Dispose method where you put all your clean up code for the resources that you dont need anymore. It does not remove your object to the managed heap, the GC will still be the one responsible for freeing up the memory.
When you implement IDisposable, and dispose the object, you are marking the object as available to be garbage-collected.
You can't predict exactly when it will be collected though.
Related
I've been researching the IDispose interface and garbage collection however I'm struggling to understand what I need to do (if anything) to ensure my objects are 'taken care of' appropriately in certain instances.
I know that I should use using (i.e. the syntactic sugar for Dispose()) to make sure I am releasing unmanaged resources, however when I create a temporary object I am not sure if I need to do something to actively release it or if the garbage collector will take care of it the same way it would a temporary variable.
For example:-
public void LoadSerializedClass(string filePath)
{
Binary formatter = new BinaryFormatter();
if (File.Exists(filePath))
{
using (Stream input = File.OpenRead(filePath))
{
MySerializedClass mySerializedClass
= (MySerializedClass)formatter.Deserialize(input);
/* ... use the deserialized class ... */
/* ... the deserialized class is no longer needed... */
}
}
}
I use using to make sure the unmanaged resource is disposed of properly.
(At the moment) I do not do anything to dispose of the (intended to be) temporary instance of my MySerializedClass - I (perhaps very mistakenly) thought it would behave as a local temporary variable would, and I would not need to manage it. Am I incorrect? I got the impression from the research I did that I would not have to do anything, and the garbage collector will automatically pick it up; however a colleague gave the impression otherwise and I am obviously struggling to understand.
Thank you!
You only need to Dispose of objects that implement IDisposable. Your variable is fine. Even with objects which implement IDisposable the GC will get rid of them at some point if you do not dispose them. Problem is that the unmanaged resources would not be released in the meantime and you can starve the operating system of that resource or cause other problems. For example if you open a file and don't close it the OS will think the file is in use and won't let the user delete it. The GC will eventually collect the managed object and release the file but that may take quite a long time if your program is not under memory pressure.
For more information on how the GC works you may want to check some article about it. Basically if the GC decides that it needs to free some memory it starts with all the variables that are in scope + all static fields and goes through all the objects they reference and then recursively all the way down. When it is done marking it just deletes the unmarked objects. This is called Mark and Sweep (there are different strategies for GC this is just one of them). The GC does not look for unused objects it looks for used objects and deletes the rest.
As for IDisposable a properly implemented IDisposable will have a Finalizer (syntax is like C++ destructor ~). If the GC sees an object with a Finalizer it makes a note to call it before deleting an object. Normally the finalizer will do what the Dispose method would and release the unmanaged object. However note that the GC is only concerned with memory used by the program so it does not care about file handles or network connections. Maybe the OS needs these resources but from the point of view of the GC everything is fine since there is enough memory and it does not feel like calling these finalizers. This is why we explicitly need to release (dispose) the unmanaged resources.
I'm busy getting confused about non-deterministic destruction. In an answer to another question I got the advice that destructors/finalisers (which I assume are the same thing in c#, i.e. the function called ~classname()) are expensive and not required. But looking at this example a destructor is used and from the comment sounds like it may be vital. Anyone got some advice about how this all fits together and should I remove the destructor from my code?
Thanks again.
You should only include a finalizer if you absolutely have to run some cleanup at some point, whether it's performed explicitly or not. In such cases you should always have an explicit way of performing clean-up in a timely manner anyway, and that should suppress finalization anyway, so that "good" clients don't see any performance penalty.
You would normally only need a finalizer if you have a direct handle to unmanaged resources - if you only have a reference to another class which has a handle on the resource (e.g. FileStream) then you should leave it to the other class to have a finalizer.
With the advent of SafeHandle in .NET 2.0, situations where it's worth writing your own finalizer are very rare indeed.
The performance penalty of finalizers is that they make your objects live for longer than they need to: in the first GC cycle where they're otherwise considered eligible for collection, they get put on the finalizer queue - and bumped up to the next generation just like any other object which survives a GC cycle. The finalizer will then run in another thread (at some point) and only then will they be eligible to really be collected. So instead of (say) getting collected in the first gen1 collection, they live on past that until the next gen2 collection, which may be considerably later.
Usually, implementing a destructor is useful in on case: when it is not guaranteed, that client code will close all the resources(file streams, db connections and so on) properly. So, if client code will fail to do so, you will have code, which will close it, which is better than just left the resources open.
You only need the full Disposable pattern when you are dealing with an unmanaged resource directly. And then it is up to your calling code to make sure the destructor is (almost) never used.
When dealing with managed resources (= indirect ownership of unmanaged resources), the destructor is useless:
class FileWrapper
{
private FileStream fs; // managed resource
~FileWrapper()
{
if (fs != null)
fs.Dispose(); // fs is already on the GC finalizer queue
}
}
Whenever a FileWrapper object is being collected by the GC, it is certain that the fs object is in the same batch. So the call to fs.Dispose() is useless, only testing the correct (allowing multiple calls) behaviour of the FileStream.Dispose().
The only useful destructor here is the one in FileStream.
When would I implement IDispose on a class as opposed to a destructor? I read this article, but I'm still missing the point.
My assumption is that if I implement IDispose on an object, I can explicitly 'destruct' it as opposed to waiting for the garbage collector to do it. Is this correct?
Does that mean I should always explicitly call Dispose on an object? What are some common examples of this?
A finalizer (aka destructor) is part of garbage collection (GC) - it is indeterminate when (or even if) this happens, as GC mainly happens as a result of memory pressure (i.e. need more space). Finalizers are usually only used for cleaning up unmanaged resources, since managed resources will have their own collection/disposal.
Hence IDisposable is used to deterministically clean up objects, i.e. now. It doesn't collect the object's memory (that still belongs to GC) - but is used for example to close files, database connections, etc.
There are lots of previous topics on this:
deterministic finalization
disposing objects
using block
resources
Finally, note that it is not uncommon for an IDisposable object to also have a finalizer; in this case, Dispose() usually calls GC.SuppressFinalize(this), meaning that GC doesn't run the finalizer - it simply throws the memory away (much cheaper). The finalizer still runs if you forget to Dispose() the object.
The role of the Finalize() method is to ensure that a .NET object can clean up unmanaged resources when garbage collected. However, objects such as database connections or file handlers should be released as soon as possible, instead on relying on garbage collection. For that you should implement IDisposable interface, and release your resources in the Dispose() method.
The only thing that should be in a C# destructor is this line:
Dispose(False);
That's it. Nothing else should ever be in that method.
There is a very good description on MSDN:
The primary use of this interface is
to release unmanaged resources.
The garbage collector automatically
releases the memory allocated to a
managed object when that object is no
longer used. However, it is not
possible to predict when garbage
collection will occur. Furthermore,
the garbage collector has no
knowledge of unmanaged resources
such as window handles, or open
files and streams.
Use the Dispose method of this
interface to explicitly release
unmanaged resources in conjunction
with the garbage collector. The
consumer of an object can call this method when the object is no
longer needed.
Your question regarding whether or not you should always call Dispose is usually a heated debate. See this blog for an interesting perspective from respected individuals in the .NET community.
Personally, I think Jeffrey Richter's position that calling Dispose is not mandatory is incredibly weak. He gives two examples to justify his opinion.
In the first example he says calling Dispose on Windows Forms controls is tedious and unnecessary in mainstream scenarios. However, he fails to mention that Dispose actually is called automatically by control containers in those mainstream scenarios.
In the second example he states that a developer may incorrectly assume that the instance from IAsyncResult.WaitHandle should be aggressively disposed without realizing that the property lazily initializes the wait handle resulting in an unnecessary performance penalty. But, the problem with this example is that the IAsyncResult itself does not adhere to Microsoft's own published guidelines for dealing with IDisposable objects. That is if a class holds a reference to an IDisposable type then the class itself should implement IDisposable. If IAsyncResult followed that rule then its own Dispose method could make the decision regarding which of its constituent members needs disposing.
So unless someone has a more compelling argument I am going to stay in the "always call Dispose" camp with the understanding that there are going to be some fringe cases that arise mostly out of poor design choices.
It's pretty simple really. I know it's been answered but I'll try again but will try to keep it as simple as possible.
A destructor should generally never be used. It is only run .net wants it to run. It will only run after a garbage collectoin cycle. It may never actually be run during the lifecycle of your application. For this reason, you should not ever put any code in a destructor that 'must' be run. You also can't rely on any existing objects within the class to exist when it runs (they may have already been cleaned up as the order in which destructors run in is not garanteed).
IDisposible should be used whenever you have an object that creates resources that need cleaning up (ie, file and graphics handles). In fact, many argue that anything you put in a destructor should be putin IDisposable due to the reasons listed above.
Most classes will call dispose when the finalizer is executed but this is simply there as a safe guard and should never be relied upon. You should explicitly dispose anything that implements IDisposable when you're done with it. If you do implement IDisposable, you should call dispose in finalizer. See http://msdn.microsoft.com/en-us/library/system.idisposable.aspx for an example.
Here is another fine article which clears up some of the mist surrounding IDisposable, the GC and dispose.
Chris Lyons WebLog Demystifying Dispose
What resources have to be manually cleaned up in C# and what are the consequences of not doing so?
For example, say I have the following code:
myBrush = new System.Drawing.SolidBrush(System.Drawing.Color.Black);
// Use Brush
If I don't clean up the brush using the dispose method, I'm assuming the garbage collector frees the memory used at program termination? Is this correct?
What other resources do I need to manually clean up?
If you don't dispose something, it'll be cleaned up when the garbage collector notices that there are no more references to it in your code, which may be after some time. For something like that, it doesn't really matter, but for an open file it probably does.
In general, if something has a Dispose method, you should call it when you've finished with it, or, if you can, wrap it up in a using statement:
using (SolidBrush myBrush = new System.Drawing.SolidBrush(System.Drawing.Color.Black))
{
// use myBrush
}
Handles to internal windows data structures.
Database connections.
File handles.
Network connections.
COM/OLE references.
The list goes on.
It's important to call Dispose or even better yet, use the using pattern.
using (SolidBrush myBrush = new System.Drawing.SolidBrush(System.Drawing.Color.Black))
{
// use myBrush
}
If you don't dispose something, it'll be cleaned up when the garbage collector notices that there are no more references to it, which may be after some time.
In the case of System.Drawing.Brush, Windows will keep internal windows structures for the brush loaded in memory until all programs release their handle.
The consequences of not disposing your IDisposables can vary from a negligible performance hit to crashing your app.
The Brush object in your example will be cleaned up by the GC when it feels like it. But your program won't have had the benefit of that bit of extra memory you would have gained by cleaning it up earlier. If you are using a lot of Brush objects this might become significant. The GC is also more efficient at cleaning up objects if they haven't been around very long, because it is a generational garbage collector.
On the other hand, the consequences of not disposing database connection objects could mean you run out of pooled database connections very quickly and cause your app to crash.
Either use
using (new DisposableThing...
{
...
}
Or, if you need to hold on to a reference to an IDisposable in your object for its lifetime, implement IDisposable on your object and call the IDisposable's Dispose method.
class MyClass : IDisposable
{
private IDisposable disposableThing;
public void DoStuffThatRequiresHavingAReferenceToDisposableThing() { ... }
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
//etc... (see IDisposable on msdn)
}
Generally, anything that implements IDisposable should cause you to pause and research the resource you're using.
GC only happens when there's memory pressure, so you cannot predict when. Although an unload of the AppDomain will certainly trigger it.
Technically anything that inherits from IDisposable should be proactively disposed. You can use the 'using' statement to make things easier.
http://msdn.microsoft.com/en-us/library/yh598w02.aspx
Sometimes you will see inconsistent use of IDisposable derived objects in documentation sample code as well as code that is generated by tools (i.e. visual studio).
What's nice about IDisposable is that it gives you the ability to proactively release the underlying unmanaged resource. Sometimes you really want to do this - think network connections and file resources for example.
As others have said, using is your friend.
I wrote this blog entry about how to implement IDisposable in a fairly straightforward way that is less error-prone by factoring out the parts that are the most important.
A trick I use when I can't remember whether a given object is a disposable resource is to type ".Dispose" (at most!) after the declaration to get Intellisense to check for me:
MemoryStream ms = new MemoryStream().Dispose
Then delete the .Dispose and use the using() directive:
using(MemoryStream ms = new MemoryStream())
{
...
}
Well, as long as you use the managed version of the resources and don't call the windows APIs by yourself, you should be OK. Only worry about having to delete/destroy a resource when what you get is an IntPtr, as "windows handles" (and a whole lot other things) are known in .NET, and not an object.
By the way, the resource (as any other .NET object) will be flagged for collection as soon as you leave the current context, so if you create the Brush inside a method, it will be flagged when you exit it.
If it's managed (i.e. part of the framework) you don't need to worry about it. If it implements IDisposable just wrap it in a using block.
If you want to use unmanaged resources then you need to read up on finalisers and implementing IDisposable yourself.
There's a lot more detail under this question
First upon program termination, you can assume that memory used by the process will be eliminated with the process itself.
While using dispose or destructor in.net, one must understand that the time of when the dispose function is called by the GC is non-deterministic. That why it is recommended to use the using or calling the dispose explicitly.
When using resources such as files, memory objects such as semaphors and resources that live outside of the managed world of .net must be freed.
The SolidBrush for example, you need to dispose because it is a GDI object and living outside of the .net world.
The garbage collector does not only free up at program termination, otherwise it would not be really useful (on any decent/recent OS, when the process exits, all its memory is cleaned up automatically by the OS anyway).
One of the big advantage of C# compared to C/C++ is that you don't have to care about freeing allocated objects (most of the time at least); the gc does it when the runtime decides (various strategies when/how to do it).
Many ressources are not taken care of by the gc: file, thread-related ressources (locks), network connections, etc...
One place to be careful is Objects that look small to GC but are not... In the SharePoint API for example, the SPWeb object has a small footprint as far as the GC is concerned and so will have low priority for collection, but it has really grabbed a bunch of memory (in the heap I believe) that the GC doesn't know about. You will run into some fun memory issues if you are foreaching a whole bunch of these for example, always remember to use using or dispose!
Rather than thinking of an object as "holding" resources that need to be released, it's better to think in terms of an object as having altered something (possibly outside the computer!) which will outlive it, in a way could be harmful if it not undone or "cleaned up", but which only the object can clean up. While this alteration commonly takes the form of some concrete object in a pool being marked "busy", its precise form doesn't matter. What matters is that the changes need to be undone, and the object holds information necessary to do that.
The garbage collector will handle any managed resources. In your example, the brush will be cleaned up when the garbage collector decides to, which will happen some time after the last reference to the brush is no longer valid.
There are certain things that need to be manually cleaned up, but those are pointers retrieved from unmanaged sources, such as DLL calls, nothing within the .NET Framework needs this treatment however.
In the following c# code, how do I get rid of the objects when it's no longer useful? Does it get taken care of automatically, or do I need to do something?
public void Test()
{
object MyObject = new object();
... code ...
}
Automatically. When MyObject goes out of scope (at the end of Test), it's flagged for garbage collection. At some point in the future, the .NET runtime will clean up the memory for you
Edit:
(I should point out for the sake of completeness that if you pass MyObject somewhere, it gets passed by reference, and will not be garbage collected - it's only when no more references to the object are floating around that the GC is free to collect it)
Edit: in a release build, MyObject will usually be collected as soon as it's unused (see my answer for more details --dp)
The short answer is: unless it has unmanaged resources (file handles etc) you don't need to worry.
The long answer is a bit more involved.
When .NET decides it wants to free up some memory, it runs the garbage collector. This looks for all the objects which are still in use, and marks them as such. Any local variable (in any stack frame of any thread) which may still be read counts as a root as do static variables. (In fact I believe that static variables are referenced via live Type objects, which are referenced via live AppDomain objects, but for the most part you can regard static variables as roots.)
The garbage collector looks at each object referred to by a root, and then finds more "live" references based on the instance variables within those objects. It recurses down, finding and marking more and more objects as "live". Once it's finished this process, it can then look at all the rest of the objects and free them.
That's a very broad conceptual picture - but it gets a lot more detailed when you think of the generational model of garbage collection, finalizers, concurrent collection etc. I strongly recommend that you read Jeff Richter's CLR via C# which goes into this in a lot of detail. He also has a two part article (back from 2000, but still very relevant) if you don't want to buy the book.
Of course all this doesn't mean you don't need to worry about memory usage and object lifetimes in .NET. In particular:
Creating objects pointlessly will cost performance. In particular, the garbage collector is fast but not free. Look for simple ways to reduce your memory usage as you code, but micro-optimising before you know you have a problem is also bad.
It's possible to "leak" memory by making objects reachable for longer than you intended. Two reasonably common causes of this are static variables and event subscriptions. (An event subscription makes the event handler reachable from the event publisher, but not the other way round.)
If you use more memory (in a live, reachable way) than you have available, your app will crash. There's not a lot .NET can do to prevent that!
Objects which use non-memory resources typically implement IDisposable. You should call Dispose on them to release those resources when you're finished with the object. Note that this doesn't free the object itself - only the garbage collector can do that. The using statement in C# is the most convenient way of calling Dispose reliably, even in the face of an exception.
The other answers are correct, unless your object is an instance of a class which implements the IDisposable interface, in which case you ought to (explicitly, or implicitly via a using statement) call the object's Dispose method.
In optimized code, it is possible and likely that MyObject will be collected before the end of the method. By default, the debug configuration in Visual Studio will build with the debug switch on and the optimize switch off which means that MyObject will be kept to the end of the method (so that you can look at the value while debugging). Building with optimize off (debug doesn't matter in this case) allows MyObject to be collected after it's determined to be unused. One way to force it to stay alive to the end of the method is to call GC.KeepAlive(MyObject) at the end of the method.
This will force the garbage collector to get rid of unused objects.
GC.Collect();
GC.WaitForPendingFinalizers();
If you want a specific object to be collected.
object A = new Object();
...
A = null;
GC.collect();
GC.WaitForPendingFinalizers();
It gets taken care of automatically.
Typically garbage collection can be depended on to cleanup, but if your object contains any unmanaged resources (database connections, open files etc) you will need to explicitly close those resources and/or exceute the dispose method on the object (if it implements IDisposable). This can lead to bugs so you need to be careful how you deal with these types of objects. Simply closing a file after using it is not always sufficient since an exception before the close executes will leave the file open. Either use a using block or a try-finally block.
Bottom line: "using" is your friend.