In C++ it is fairly simple to display the actual value of a pointer to an object. For example:
void* p = new CSomething();
cout << p;
Is there a way to do something like this in .NET?
The value of doing this would/could only be educational, e.g. for purposes of demonstration as in displaying a value for students to see rather than just comparing for reference equality or null (nothing) to prove shallow copies, immutability etc.
You can use GCHandle to get the address of a pinned object. The GC can move objects around so the only sensible address to get is one of a pinned object.
GCHandle handle = GCHandle.Alloc(obj, GCHandleType.Pinned);
Console.WriteLine(handle.AddrOfPinnedObject().ToInt32());
handle.Free();
Remember though that GCHandle will only pin objects that are primitive or blittable types. Some objects are blittable (and you can set it up for demo purposes so it works) but any reference type will not be blittable.
You'll need to add an explicit blittable description using [StructLayout(LayoutKind.Sequential)] or use the debugger to directly inspect addresses of object that do not meet these criteria.
If this is for education purposes, I suggest you use a debugger instead. If you load SOS.dll (which is part of the .NET framework) into WinDbg or even Visual Studio, you can examine the actual objects in memory.
E.g. to list the heap use the !dumpheap -stat command. The !do command dumps a mananaged object on the specified memory address and so forth. SOS has numerous commands that will let you examine internal .NET structures, so it is a really useful tool for learning more about the runtime.
By using the debugger for this, you're not restricted to looking at demo applications. You can peek into the details of real applications. Also, you'll pick up some really useful debugging skills.
There are several excellent introductions to debugging using WinDbg + SOS. Check Tess' blog for lots of tutorials.
RuntimeHelpers.GetHashCode will give you an identity-based hash code. In practice, this is probably based on address. As explained:
"RuntimeHelpers.GetHashCode is useful
in scenarios where you care about
object identity. Two strings with
identical contents will return
different values for
RuntimeHelpers.GetHashCode, because
they are different string objects,
although their contents are the same."
Interning of string literals is the main possible exception. This is actually the same in C++.
I understand that if you provide the compiler the /unsafe option, you will be allowed to write 'unsafe' code, and with it have access to pointers.
I haven't tested this but found it in this artice
Edit:
Seems the main thing to remember is that you would have to mark any code using unsafe code with the unsafe keyword:
unsafe public static void Main()
In .Net you don't work with pointers at all. So you would create reference objects, of which you can always see the value.
When comparing reference objects, the references are compared, not the actual values! (Except for comparing strings, where the '==' is overloaded).
Maybe an .Net example of what you want to demonstrate would elaborate things...
You can retrieve the address of an object in .NET, such as with unsafe code, but the address you get back will only be temporary -- it'll be a snapshot as of the point where you take the address.
The next time a garbage collection happens, the address of your object is likely to change:
If the object is no longer referenced from anywhere, it will be collected, and some other object will occupy that address
If the object is still being referenced, it will probably be promoted to a higher generation (and therefore moved to a different GC heap). Alternatively, if it's already in generation 2, it will probably be moved in memory as the heap is compacted.
The existence of the garbage collector is the reason why the int* pointer in #Jesper's exists in the scope of a { } block. The pointer is fixed only within that block; once execution leaves the block, the object is entitled to be collected and/or moved.
unsafe
{
object o = new Object();
int *ptr = &o; //Get address
Console.WriteLine((int)ptr); //Write address
}
You need to compile this with the /unsafe switch
Related
Structs are value types and thus are fully copied every time there is a manipulation on the struct. Since they are value types, structs are allocated in the stack and not in the heap.
I can see how structs can degrade the performance of methods when structs are passed as parameters, since they will be always copied in the stack, specially if they are big with lots of inner fields.
But I am curious about how C# deals with the return of structs.
In C the return is made by registers, or by reference using the heap if the value to be returned is too big for the registers. And practically all C# struct tutorials say structs lives in the stack, never in the heap.
So in the following code:
MyStruct ms = GetMyValue();
Where GetMyValue() is
MyStruct GetMyValue();
How will C# deal with the return of the struct for the ms variable? Specially if it's is too big for the registers? Will it in fact copy it to the heap and then copy it back again to the caller of the method and assign it to ms?
EDIT:
To address the comments left in the post:
I have read a few tutorial on C# structs before posting this, this tutorial in particular uses the word stack more times than I bother to count. And this MSDN tutorial also speaks about the stack, although it's from 2003, I don't think structs changed since then.
I am aware this might not be realted at all with C# but in fact be a matter of the JIT compiler it self or the CLR or something else I am not aware of. That's the purpose of my question, to learn more about the inner workings of C#, even if this is not actually related to the language itself.
There are C function call conventions, the best support for my Post is this StackOverflow post. When I first posted it in here I just said what I remembered, but since the SO answer says:
As for your specific question, it depends the ABI. Sometimes if the return value is larger than 4 bytes but not larger than 8 bytes, it can be split into EAX and EDX. But most of the time the calling function will just allocate some memory (usually on the stack) and pass a pointer to this area to the called function.
I might be wrong on this one, and I say might, because the answer says usually.
The true reason why I want to understand how structs are handled is because I have a project where I have to read a Serial Port multiple times to poll for data, this data will be returned by a method.
Since the data is just some bytes I thought I could get some performance out of structs instead of using a class to abstract the bytes incoming by the Serial Port, but if the return would pass the struct as a heap allocation my expectations on performance increase could be false.
Yes, I can make a simple test and compare performance, I know, but I wanted to actually learn how it's done behind the curtains, and not only memorize the outcome of my simulation. I like to know how the things that I work with actually work, and not only learn how to use them.
Value types are not only located on a stack. They also live in fields and in arrays. The key distinction to reference types is that value types are copied by value and have no identity. The stack vs. heap idea is false.
In C the return is made by registers, or by reference using the heap if the value to be returned is too big for the registers
The heap is not involved. The caller allocates spaces for the return value to be placed in. It passes a pointer to that space. The callee can fill that space. The .NET CLR does this as well. Of course this is an implementation detail.
but I wanted to actually learn
This is very good. You could not have tested what I just told you. You need to be a little more critical in what you believe what others say. Either you had bad tutorials or you read them in an imprecise way.
I can see how structs can degrade the performance of methods when structs are passed as parameters, since they will be always copied in the stack
This is not always the case I think. I'm not quite sure but I think the JIT can sometimes pass structs in registers. The .NET JITs really do not optimize much but I think this is an optimization that works to a certain degree. Probably driven by the existence of some one-field structs such as DateTime.
structs do not always live on the stack. if you allocate a struct inside of a function, it lives its life on the stack. if it's a field of a reference type(class/array(implicitly derived from System.Array/Object), it lives its life on the heap. as far as how theyre returned, that might be up to the ABI for that CPU architecture.
from the sounds of it, you've never dealt with IL/assembly/code generation, so lets build a dynamic method thats equivalent to MyStruct ms = GetMyValue()/what the compiler would generate in context of the word stack. "things" are never actually returned. thing(s, in a tuple sense i'm sure), are pushed onto the stack, and then a return instruction is emitted. leaving the return value(s) for the caller. we're going to assume GetMyValue() allocates a new MyStruct and assigns it to a local variable. the generated code would look something like this(i extend the ILGenerator class):
ILGenerator generator = dynamicMethod.GetILGenerator();
generator
.DeclareLocal(typeof(MyStruct))
.EmitCall(OpCodes.Call, typeof(EncapsulatingClass).GetMethod("GetMyValue"))
.Emit(OpCodes.Stloc, 0);
what happens here is(some of this is my assumption on how the CLI runtime works):
the calling function reserves a slot of typeof(MyStruct) at the current local list index.
GetMyValue() is called, reserves a MyStruct local the same way the method we are building does, emits an OpCodes.Newobj, which allocates and adjusts ESP(extended stack pointer) downward in the amount of sizeof(MyStruct), emits OpCodes.Stloc to store ESP minus sizeof(MyStruct) into the reserved local index, does some stuff with its fields, calls Emit(OpCodes.Ldloc, 0) to push the address the local points to onto the evaluation stack for the calling function, and emits an OpCodes.Ret to return.
the calling function emits an OpCodes.Stloc to store(copy) the contents of the MyStruct the top of the evaluation stack points to(how this happens, well i'm sure the answer is it depends, unfortunately), at local index 0.
i'm not an expert on how the CLI runtime is constructed by any means, so a lot of this is an assumption of what happens. take it with a grain of salt, and i'm by no means a CPU engineering expert. how the instruction stream segment of OpCodes.Ldloc, OpCodes.Ret, OpCodes.Stloc -- ms = GetMyValue() -- is treated, is probably up to how the JITer translates the IL into actual cpu specific machine instructions. such as X86. what determines if a struct will be returned into a register, is probably limited to one register only, so whatever the biggest register is, and if whatever struct will fit inside of it. i know CPU's can combine registers for memory offsets, but i'm not sure if that applies to returning structs inside of multiple registers. another thing to keep in mind, GetMyValue() went out of scope, which means the struct GetMyValue() allocated, in a scope sense, doesn't exist anymore, but in a stack sense(where it was allocated), it does, so the JITer could very well have just taken the address OpCodes.Ldloc pushed onto the stack, and placed it directly into the callers local index 0. since nothing can possibly copy it anymore due to the function returning. making the caller the new owner of the struct. avoiding any copying and registers altogether in this special case. this might be where calling conventions come into play as well. the problem is, if you allocated three structs in GetMyValue() for whatever reason, returning any struct after the first struct allocated would break that optimization, which is where the next optimization, return the struct inside a register(if it fits), comes into play. leaving the worst case scenario, copying its contents purely onto the stack again for the caller. i could be wrong, and anyone is more than welcome to chime in and correct me. a good place to start, would be github and see how the runtime handles OpCodes.Ldloc/Stloc for structs. i would imagine that's a good spot to look when it comes to getting the answers you need.
EDIT: any tutorial you've read that says structs are always allocated on the stack, have them all DDoS'd.
As objects are reference types they are stored in the heap and primitive data types are store on the stack.
But an object is a collection of primitive datatypes as well reference type i.e. a object may have a integer data member and/or may have another object within it.
When the scope ends the primitive data memory is released from the stack but the heap memory is handled by the garbage collector.
Now my question is: if an object also has a primitive data member then when are they removed?
As objects are reference types they are stored in the heap and primitive data types are store on the stack.
Not quite. Value types, which includes the primitives, but also struct types are stored on the stack when they are locals. They can also be stored on the heap if boxed or in an array or, as you note, a field of a reference type.
Reference types have one or more references which might also be stored on the stack—the local(s) you address it through—and the representation of the object itself on the heap.
When the scope ends the primitive data memory is released from the stack but the heap memory is handled by the garbage collector.
Not quite.
First, there isn't really a "releasing" operation. Say we were using 4 slots on the stack to store the values 1-4*:
[1][2][3][4][ ][ ][ ][ ]
^
Using up to here.
(I'm going to completely ignore the matter of what happens between function calls for the sake of simplicity).
Now say we stop using the last 2 slots. There's no need to "release" anything:
[1][2][3][4][ ][ ][ ][ ]
^
Using up to here.
Only if we go to, e.g. use 1 new slot to store the value 5, need we overwrite anything:
[1][2][5][4][ ][ ][ ][ ]
^
Using up to here.
The "releasing" just changed which memory was considered in use and which considered available.
Now consider the following C# code:
public void WriteOneMore(int num)
{
int result = num + 1;
Console.WriteLine(result);
}
Say you call that with the value 42. The relevant portion of the stack is:
[42]
^
Using up to here.
Now, after int result = num + 1; there are two values in scope; result and num. As such the stack might be:
[42][43]
^
Using up to here.
However, num is never used again. The compiler and jitter know this, so they might have reused the same slot:
[43]
^
Using up to here.
Because "in scope" refers to the source code, and what variables can be used in particular places, but the stack is used according to what variables actually are used in particular places, so it can often use less stack space than the source may suggest. Conversely, sometimes you find the same variable becoming more than one slot, if it makes things easier for the compiler in some way. This is no big deal here, but becomes important when we come to reference types.
the heap memory is handled by the garbage collector.
Let's consider what that actually means.
If an application needs heap memory for new objects, it takes that memory from a free part of a heap. If there isn't enough heap memory available it could ask the OS for more, but before that it may try garbage collecting.
When this happens, first the garbage collector makes a note of what heap-stored (reference types including boxed value types) objects it can't get rid of.
One set of such objects are those that are in a static variable.
Another is those that are in reachable parts of the stack. So if the stack is like:
["a"]["b"]["c"]["d"]["e"]
^
Using up to here.
Then the values "a", "b" and "c" cannot be collected.
The next set is any object that can be reached via a field of one of the objects that it already knows can't be collected, or through a field in one of those, and so on.
(A final step is any object that isn't ineligible due to the above, which needs to be finalised, they get put on the finalisation queue here, so they'll be eligible after the finaliser thread has dealt with them).
Now. On the heap, the object looks a bit like;
[Sync][RTTI][Field0][Field1] … [FieldN]
Here "Sync" marks the sync block used if you lock on the object. "RTTI" marks a pointer to type information, used to obtain the type and to enable virtual methods to work. The rest is fields, whether value-types contained directly or references to other reference types.
Okay. Let's say this object is one that the collector decides it can collect.
It simply changes that block of memory from being considered not available to use, to being available to use. That's it.
In a subsequent step all in-use objects get moved together to compact the used memory into one block and the free into another. Our old object might be overwritten at this point, or it might not be overwritten for some time to come. We don't really care, because the corpse of that dead object is just a bunch of 1s and 0s sitting there doing nothing now, waiting for the palimpsest of volatile memory to be written to once more.
So the primitive fields are released at the point where the object's memory is considered available to use, but again, they may still be present in RAM for some time, or not, they're just ignored.
It's worth remembering, that just as the values on the stack may not correspond to what is "in scope" in the source code, so therefore an object can be collected while it's in scope; garbage collection depends on the real use of the stack, not the source. This mostly doesn't affect anything, because most attempts to use something in the code means that it is now part of the real use of the stack and therefore won't be collected. Of the very few cases where it can affect something probably the most common is an attempt to use a Timer that is only referenced through a local; the main thread doesn't use it any more so that stack space can be used up and then the timing thread finds no such timer. This is where GC.KeepAlive() comes in.
*When it comes to the running code, locals might be stored in registers and never actually in the stack of memory. At the level of considering how the .NET code works, it's generally easiest just to consider them also "on the stack". At the level of considering how the machine code works, that's not true. When the garbage collector looks at what is "on the stack" to see what it can't delete, it also looks at what references are in registers.
It is very hard to explain such a fundamental but not always easy to understand things. However in the last 15 years many good explanation was written.
In case you do not want to read them (obviously...) here is a very short and (consequently not complete) wrap up: (note: still I strongly recommend to investigate toward in the literature)
Note: The following part is edited slightly based on comment conversation about "primitive type" terminology:
(edit)
In this question's context it is more appropriate to talk about "value type" instead of "primitive type". Regardless of the type is primitive or not, it only matters is it value type or reference type in this context.
(end edit)
Now the point:
Reference type have a reference (anywhere, like in heap or stack) which points the instance allocated always on the heap. Value type are stored (anywhere, like in the heap or stack) immediately embedded that place, so there is no indirection.
Samples:
Local variable of a value type: stack
Local variable of a reference type: instance itself on the heap, and the reference is on the stack
Member variable (value type): Embedded into the allocated space of the instance which's member variable it is.
Member variable (reference type): Its reference embedded into the allocated space of the instance which's member variable it is, and its instance on the heap.
Now my question is: if an object also has a primitive data member then when are they removed?
Answer: When the containing object is removed. (Hopefully it is clear based on the 4 samples: The containing object can be on the heap or on the stack, so the "containing object removal" could be a GC collection or a simple stack pointer set when returning from a method.)
In particular, I'm thinking of a scenario like this:
unsafe struct Foo
{
public int Bar;
public Foo* GetMyAddr()
{
fixed (Foo* addr = &this)
return addr;
}
}
Assuming a Foo stored in unmanaged memory, I'm trying to figure out what is involved in evaluating the fixed statement in GetMyAddr. I know as the programmer that this struct is never on the managed heap, I just need to get it's address in unmanaged memory in the most efficient manner. I'm especially concerned if there's any locking or atomic operations used here as that would make it completely unsuitable.
This won't do what you think it will do. The "fixed" statement only pins the managed object (this) for the duration of the "fixed" statement itself, which ends as soon as you "return". See the MSDN docs for the details.
You already say your "Foo" is in unmanaged memory, which means that the managed GC isn't going to be moving it around on you. In that case, can't you just return "&this" directly? Alternatively, you may want to consider taking your unmanaged object and marshalling it into a managed one. Give a little more context around what you're doing and we'll all be able to give more specific advice.
The expression &this has no meaning when the structure is present in unmanaged memory. There is no way to allocate it there. A key property of managed structures is that their memory layout is not discoverable and is not compatible with the unmanaged view of that structure. The CLR rearranges fields as it sees fit to get the minimum size while aligning members. It will in fact swap fields if a later one can fit in the padding.
You cannot get past Marshal.PtrToStructure to convert an unmanaged struct to its managed version. Marshal.SizeOf is only accurate for the unmanaged layout.
Basically there's no overhead at all. Fixed means "pin the location the pointer points to in memory, don't relocate it." Every other managed pointer can be "bent" by the Garbage Collector at will if it decides to move memory around. Fixed will prevent this, so basically it will "save" this (possible) overhead.
I don't know about the implementation of fixed pointers, but in the simplest case it's just blacklisting memory blocks. This is not very costly compared to normal managed pointers.
On the other hand, it prevents all sorts of optimazations that the GC might decide to perform in terms of memory management like increasing localization, reducing fragmenation etc.
I set up a micro benchmark and measured the overhead of fixed when used on a struct in unmanaged memory, it is very low, returning fixed(this) is only 10 times more expensive than simply returning this. That's acceptable for my use case (hashing using the address of the struct.) I was unable to learn how it was implemented, but it does seem to be fast enough in this case.
I come from a managed world and c++ automatic memory management is quite unclear to me
If I understand correctly, I encapsulate a pointer within a stack object and when auto_ptr becomes out of scope, it automatically calls delete on the pointed object?
What kind of usage should I make of it and how should I naturally avoid inherent c++ problems?
auto_ptr is the simplest implementation of RAII in C++. Your understanding is correct, whenever its destructor is called, the underlying pointer gets deleted.
This is a one step up from C where you don't have destructors and any meaningful RAII is impossible.
A next step up towards automagic memory management is shared_ptr. It uses reference counting to keep track of whether or not the object is alive. This allows the programmer to create the objects a bit more freely, but still not as powerful as the garbage collection in Java and C#. One example where this method fails is circular references. If A has a ref counted pointer to B and B has a ref counted pointer to A, they will never get destructed, even though no other object is using either.
Modern object orianted languages use some sort of variation of mark and sweep. This technique allows managing circular references and is reliable enough for most programming tasks.
Yes, std::auto_ptr calls delete on its content when it goes out of scope. You use auto_ptr only if no shared ownership takes place.
auto_ptr isn't particularly flexible, you can't use it with objects created with new[] or anything else.
Shared ownership is usually approached with shared pointers, which e.g. boost has implementations of. The most common usage, implemented e.g. in Boosts shared_ptr, employs a reference counting scheme and cleans up the pointee when the last smart pointer goes out of scope.
shared_ptr has one big advantage - it lets you specify custom deleters. With that you can basically put every kind of resource in it and just have to specify what deleter it should use.
Here's how you use a smart pointer. For the sake of example, I'll be using a shared_ptr.
{
shared_ptr<Foo> foo(new Foo);
// do things with foo
}
// foo's value is released here
Pretty much all smart pointers aim to achieve something similar to the above, in that the object being held in the smart pointer gets released at the end of the smart pointer's scope. However, there are three types of smart pointers that are widely used, and they have very different semantics on how ownership is handled:
shared_ptr uses "shared ownership": the shared_ptr can be held by more than one scope/object, and they all own a reference to the object. When the last reference falls off, the object is deleted. This is done using reference counting.
auto_ptr uses "transferable ownership": the auto_ptr's value can be held only in one place, and each time the auto_ptr is assigned, the assignee receives ownership of the object, and the assigner loses its reference to the object. If an auto_ptr's scope is exited without the object being transferred to another auto_ptr, the object is deleted. Since there is only one owner of the object at a time, no reference counting is needed.
unique_ptr/scoped_ptr uses "nontransferable ownership": the object is held only at the place it's created, and cannot be transferred elsewhere. When the program leaves the scope where the unique_ptr is created, the object is deleted, no questions asked.
It's a lot to take in, I'll grant, but I hope it'll all sink in soon. Hope it helps!
You should use boost::shared_ptr instead of std::auto_ptr.
auto_ptr and shared_ptr simply keep an instance of the pointer and because they are local stack objects they get deallocated when they go out of scope. Once they are deallocated they call delete on internal pointer.
Simple example, the actuall shared_ptr and auto_ptr are more sophisticated (they have methods for assignment and conversion/access to internal pointer):
template <typename T>
struct myshrdptr
{
T * t;
myshrdptr(T * p) : t(p) {}
~myshrdptr()
{
cout << "myshrdptr deallocated" << endl;
delete t;
}
T * operator->() { return t; }
};
struct AB
{
void dump() { cout << "AB" << endl; }
};
void testShrdptr()
{
myshrdptr<AB> ab(new AB());
ab->dump();
// ab out of scope destructor called
// which calls delete on the internal pointer
// which deletes the AB object
}
From somewhere else:
int main()
{
testShrdptr();
cout << "done ..." << endl;
}
output something like (you can see that the destructor is called):
AB
myshrdptr deallocated
done ...
Rather than trying to understand auto_ptr and its relation to garbage-collected references, you should really try to see the underlying pattern:
In C++, all local objects have their destructors called when they go out of scope. This can be harnessed to clean up memory. For example, we could write a class which, in its constructor, is given a pointer to heap-allocated memory, and in its destructor, frees this pointer.
That is pretty much what auto_ptr does. (Unfortunately, auto_ptr also has some notoriously quirky semantics for assignment and copying)
It's also what boost::shared_ptr or other smart pointers do. There's no magic to any of those. They are simply classes that are given a pointer in their constructor, and, as they're typically allocated on the stack themselves, they'll automatically go out of scope at some point, and so their destructor is called, which can delete the pointer you originally passed to the constructor. You can write such classes yourself. Again, no magic, just a straightforward application of C++'s lifetime rules: When a local object goes out of scope, its destructor is called.
Many other classes cut out the middleman and simply let the same class do both allocation and deallocation. For example, std::vector calls new as necessary to create its internal array -- and in its destructor, it calls delete to release it.
When the vector is copied, it takes care to allocate a new array, and copy the contents from the original one, so that each object ends up with its own private array.
auto_ptr, or smart pointers in general, aren't the holy grail. They don't "solve" the problem of memory management. They are one useful part of the recipe, but to avoid memory management bugs and headaches, you need to understand the underlying pattern (commonly known as RAII) -- that is, whenever you have a resource allocation, it should be tied to a local variable which is given responsibility for also cleaning it up.
Sometimes, this means calling new yourself to allocate memory, and then passing the result to an auto_ptr, but more often, it means not calling new in the first place -- simply create the object you need on the stack, and let it call new as required internally. Or perhaps, it doesn't even need to call new internally. The trick to memory management is really to just rely on local stack-allocated objects instead of heap allocations. Don't use new by default.
Choose an imperative language (such as C, C++, or ADA) that provides pointer types.
Redesign that language to abolish pointer types, instead allowing programmers to define recursive types directly.
Consider carefully the issue of copy semantics vs reference semantics. Implement an interpreter for the language using DrRacket .
I know that one of the differences between classes and structs is that struct instances get stored on stack and class instances(objects) are stored on the heap.
Since classes and structs are very similar. Does anybody know the difference for this particular distinction?
(edited to cover points in comments)
To emphasise: there are differences and similarities between value-types and reference-types, but those differences have nothing to do with stack vs heap, and everything to do with copy-semantics vs reference-semantics. In particular, if we do:
Foo first = new Foo { Bar = 123 };
Foo second = first;
Then are "first" and "second" talking about the same copy of Foo? or different copies? It just so happens that the stack is a convenient and efficient way of handling value-types as variables. But that is an implementation detail.
(end edit)
Re the whole "value types go on the stack" thing... - value types don't always go on the stack;
if they are fields on a class
if they are boxed
if they are "captured variables"
if they are in an iterator block
then they go on the heap (the last two are actually just exotic examples of the first)
i.e.
class Foo {
int i; // on the heap
}
static void Foo() {
int i = 0; // on the heap due to capture
// ...
Action act = delegate {Console.WriteLine(i);};
}
static IEnumerable<int> Foo() {
int i = 0; // on the heap to do iterator block
//
yield return i;
}
Additionally, Eric Lippert (as already noted) has an excellent blog entry on this subject
It's useful in practice to be able to allocate memory on the stack for some purposes, since those allocations are very fast.
However, it's worth noting that there's no fundamental guarantee that all structs will be placed on the stack. Eric Lippert recently wrote an interesting blog entry on this topic.
Every process has a data block consists of two different allocatable memory segment. These are stack and heap. Stack is mostly serving as the program flow manager and saves local variables, parameters and returning pointers (in a case of returning from the current working function).
Classes are very complex and mostly very large types compared to value types like structs (or basic types -- ints, chars, etc.) Since stack allocation should be specialized on the efficiency of program flow, it is not serving an optimal environment to keep large objects.
Therefore, to greet both of the expectations, this seperated architecture came along.
How the compiler and run-time environment handle memory management has grown up over a long period of time. The stack memory v.s. heap memory allocation decision had a lot to do with what could be known at compile-time and what could be known at runtime. This was before managed run times.
In general, the compiler has very good control of what's on the stack, it gets to decide what is cleaned up and when based on calling conventions. The heap on the other hand, was more like the wild west. The compiler did not have good control of when things came and went. By placing function arguments on the stack, the compiler is able to make a scope -- that scope can be controlled over the lifetime of the call. This is a natural place to put value types, because they are easy to control as opposed to reference types that can hand out memory locations (pointers) to just about anyone they want.
Modern memory management changes a lot of this. The .NET runtime can take control of reference types and the managed heap through complex garbage collection and memory management algorithms. This is also a very, very deep subject.
I recommend you check out some texts on compilers -- I grew up on Aho, so I recommend that. You can also learn a lot about the subject by reading Gosling.
In some languages, like C++, objects are also value types.
To find an example for the opposite is harder, but under classic Pascal union structs could only be instantiated on the heap. (normal structs could be static)
In short: this situation is a choice, not a hard law. Since C# (and Java before it) lack procedural underpinnings, one can ask themselves why it needs structures at all.
The reason it is there, is probably a combination of needing it for external interfaces and to have a performant and tight complex (container-) type. One that is faster than class. And then it is better to make it a value type.
Marc Gravell already explained wonderfully the difference regarding how value and reference types are copied which is the main differentiation between them.
As to why value types are usually created on the stack, that's because the way they are copied allows it. The stack has some definite advantages over the heap in terms of performance, particularly because the compiler can calculate the exact position of a variable created in a certain block of code, which makes access faster.
When you create a reference type you receive a reference to the actual object which exists in the heap. There is a small level of indirection whenever you interact with the object itself. These reference types cannot be created on the stack because the lifetime of values in the stack is determined, in great part, by the structure of your code. The function frame of a method call will be popped off the stack when the function returns, for example.
With value types, however, their copy semantics allows the compiler, depending on where it was created, to place it in the stack. If you create a local variable that holds an instance of a struct in a method and then return it, a copy of it will be created, as Marc explained above. This means that the value can be safely placed in the stack, since the lifetime of the actual instance is tied to the method's function frame. Anytime you send it somewhere outside the current function a copy of it will be created, so it doesn't matter if you tie the existence of the original instance to the scope of the function. Along these lines, you can also see why value types that are captured by closures need to go in the heap: They outlive their scope because they must also be accessible from within the closure, which can be passed around freely.
If it were a reference type, then you wouldn't be returning a copy of the object, but rather a reference, which means the actual value must be stored somewhere else, otherwise, if you returned the reference and the object's lifetime was tied to the scope in which it was created, it would end up pointing to an empty space in memory.
The distinction isn't really that "Value types go on the stack, reference types on the heap". The real point is that it's usually more efficient to access objects that live in the stack, so the compiler will try and place those values it can there. It simply turns out that value types, because of their copy semantics, fit the bill better than reference types.
I believe that whether or not to use stack or heap space is the main distinction between the two, perhaps this article will shed some light on your question: Csharp classes vs structs
The main difference being that the heap may hold objects that live forever while something on the stack is temporary in that it will disappear when the enclosing callsite is exited. This is because when one enters a method it grows to hold local variables as well as the caller method. When the method exits (ab)normally eg return or because of exception each frame must be popped off the stack. Eventually the interested frame is popped and everything on it lost.
The whole point about using the stack is that it automatically implements and honours scope. A variable stored on the stack exists until the functiont that created it exits and that functions stack frame is popped. Things that have local scope are natural for stack storage things that have bigger scope are more difficult to manage on the stack. Objects on the heap can have lifetimes that are controlled in more complex ways.
Compilers always use the stack for variables - value or reference it makes little difference. A reference variable doesn't have to have its value stored on the stack - it can be anywhere and the heap makes a more efficient if the object referenced is big and if there are multiple references to it. The point is that the scope of a reference variable isn't the same as the lifetime of the object it references i.e. a variable may be destroyed by being popped off the stack but the object (on the heap) it references might live on.
If a value type is small enough you might as well store it on the stack in place of a reference to it on the heap - its lifetime is tied to the scope of the variable. If the value type is part of a larger reference type then it too could have multiple references to it and hence it is more natural to store it on the heap and dissociate its lifetime from any single reference variable.
Stack and heap are about lifetimes and the value v reference semantics is almost a by product.
Have a look at Value and Reference
Value types go on the stack, reference types go on the heap. A struct is a value type.
There is no guaruantee about this in the specification though, so it might change in future releases:)