digitalmars.D.learn - strange work of GC
- Andrey Derzhavin (74/74) Feb 06 2015 class C1
- anonymous (8/18) Feb 06 2015 Garbage is only collected when you allocate memory. You're just
- Adam D. Ruppe (5/7) Feb 06 2015 Note that it isn't writeln itself, it is the ~ used in building
- Adam D. Ruppe (10/17) Feb 06 2015 The D GC only runs on demand - typically, when you allocate new
- Andrey Derzhavin (9/9) Feb 07 2015 If a "destroy" method is used together with GC inside of my
- FG (3/7) Feb 07 2015 Why do you want to use destroy? Put GC.collect() after the call to fn1 a...
- Andrey Derzhavin (21/22) Feb 07 2015 The destroy method always calls a dtor of the objects, where I
- Mike Parker (9/28) Feb 07 2015 You shouldn't think of destructors as they are in C++. They're more akin...
- FG (2/3) Feb 07 2015 What is wrong with doing all that in a destructor? I don't know if it is...
- Mike Parker (25/43) Feb 07 2015 First, there are no guarantees about when or if a destructor is going to...
- FG (7/35) Feb 08 2015 One could also forget to call terminate(). :)
class C1 { int a1, b1, c1, d1, e1; string sdb1; this(string s) { sdb1 = s; a1=90; b1=19; d1=22; e1=23; } ~this() { if (sdb1 == "lll") { sdb1 = "aaa"; } writeln("disposing "~sdb1); } } class C2 { C1 c1 = null; int a2, b2, c2, d2, e2; string sdb2; this(string s) { sdb2 = s; a2=90; b2=19; d2=22; e2=23; } ~this() { c1=null; writeln("disposing "~sdb2); } }; void fn1() { writeln("start of fn1"); C2[] arr = new C2[1_000_000]; for (int i=0; i<arr.length; i++) { arr[i] = new C2(text(i, " C2 class creation")); arr[i].c1 = new C1(text(i, " C1 class creation")); } writeln("end of fn1"); } void main(string[] args) { fn1(); bool b = true while(b == true) { Thread.sleep(dur!("msecs")(5)); } } This code never starts the garbage collector, but after execution fn1 nothing refers to arr. As I think, the garbage collector should start destoying of the C1 and C2 objects of arr array during the "while" cycle prosess, but this does not happen. Dtors are not called. If I use the manual destroying of objects C1 and C2 by "destroy" method, the dtors of C1 and C2 objects are normally called, but it can't be safe. If I use the GC.collect method after fn1, I get an error: "core.exception.InvalidMemoryOperationError (0)". Is this a bug of GC or I do something wrong? Thanks.
Feb 06 2015
On Friday, 6 February 2015 at 20:38:07 UTC, Andrey Derzhavin wrote:As I think, the garbage collector should start destoying of the C1 and C2 objects of arr array during the "while" cycle prosess, but this does not happen. Dtors are not called.Garbage is only collected when you allocate memory. You're just `sleep`ing in the loop which doesn't allocate anything, and so it doesn't trigger garbage collections.If I use the manual destroying of objects C1 and C2 by "destroy" method, the dtors of C1 and C2 objects are normally called, but it can't be safe.rightIf I use the GC.collect method after fn1, I get an error: "core.exception.InvalidMemoryOperationError (0)". Is this a bug of GC or I do something wrong?This is you GC allocating in a destructor (the writeln calls). The GC can't handle that.
Feb 06 2015
On Friday, 6 February 2015 at 21:07:14 UTC, anonymous wrote:This is you GC allocating in a destructor (the writeln calls). The GC can't handle that.Note that it isn't writeln itself, it is the ~ used in building the string. If you change that to a comma, it'll work better (writeln can take multiple arguments and avoid allocating an intermediate string (sometimes))
Feb 06 2015
On Friday, 6 February 2015 at 20:38:07 UTC, Andrey Derzhavin wrote:As I think, the garbage collector should start destoying of the C1 and C2 objects of arr array during the "while" cycle prosess, but this does not happen. Dtors are not called.The D GC only runs on demand - typically, when you allocate new memory is when the gc might run. This keeps totally hidden pauses from happening, so you at least can avoid a collection at a bad time for your program.If I use the GC.collect method after fn1, I get an error: "core.exception.InvalidMemoryOperationError (0)". Is this a bug of GC or I do something wrong?You used GC memory from inside a destructor. That's an illegal operation; read the tip of the week from Sunday's newsletter to see a bit more: http://arsdnet.net/this-week-in-d/feb-01.html
Feb 06 2015
If a "destroy" method is used together with GC inside of my app,it makes my app unstable. In this case I need to choose how to destroy my objects: 1) always manually by method "destroy", but without GC; 2) or always automatically by GC, but without using the "destroy" method. In the first case I need to know how can I disable the automatic GC in my app? In the second case - how can I disable the "destroy" method calls inside of my app?
Feb 07 2015
On 2015-02-07 at 12:02, Andrey Derzhavin wrote:If a "destroy" method is used together with GC inside of my app,it makes my app unstable. In this case I need to choose how to destroy my objects: 1) always manually by method "destroy", but without GC; 2) or always automatically by GC, but without using the "destroy" method. In the first case I need to know how can I disable the automatic GC in my app? In the second case - how can I disable the "destroy" method calls inside of my app?Why do you want to use destroy? Put GC.collect() after the call to fn1 and GC cleanup will work just fine[1], I've checked. Are you talking about a different program now? [1] Assuming that you compile the program as 64-bit and not 32-bit.
Feb 07 2015
Why do you want to use destroy?The destroy method always calls a dtor of the objects, where I can destroy some object's variables in that order that I need, I think. And this is very good for me, because I have a full control of the object's destroying stage. But if I use the GC, I have no garanties that the dtors will be called, therefore some of my methods will not be called too. In this case it would be better to disable automatically garbage collection in my D app, elsewise once app will be failed (manual destroying idiom). On another hand if I use only GC (automatically destroying idiom), I have to disable "destroy" method and all dtors of the objects, so that nobody can call "destroy" method. Otherwise app will be failed once again. Two idioms are existing in one app at the same time have more possiblities for D programmers to make hard errors in their code, and it is confusing me sometimes. a very good idiom, because no confusions occur.
Feb 07 2015
On 2/8/2015 4:32 AM, Andrey Derzhavin wrote:You shouldn't think of destructors as they are in C++. They're more akin GC memory or implement any operations which touch GC memory. In your case, forget destructors and the destroy method. Just implement a common method on all of your objects that need cleanup (perhaps name it 'terminate') and call that. This gives you the deterministic destruction that you want (the same as calling destroy on each object) while avoiding the possibility that the GC can call your cleanup method.Why do you want to use destroy?The destroy method always calls a dtor of the objects, where I can destroy some object's variables in that order that I need, I think. And this is very good for me, because I have a full control of the object's destroying stage. But if I use the GC, I have no garanties that the dtors will be called, therefore some of my methods will not be called too. In this case it would be better to disable automatically garbage collection in my D app, elsewise once app will be failed (manual destroying idiom). On another hand if I use only GC (automatically destroying idiom), I have to disable "destroy" method and all dtors of the objects, so that nobody can call "destroy" method. Otherwise app will be failed once again. Two idioms are existing in one app at the same time have more possiblities for D programmers to make hard errors in their code, and it is confusing me sometimes. good idiom, because no confusions occur.
Feb 07 2015
On 2015-02-08 at 01:20, Mike Parker wrote:In your case, forget destructors and the destroy method. Just implement a common method on all of your objects that need cleanup (perhaps name it 'terminate') and call that. This gives you the deterministic destruction that you want (the same as calling destroy on each object) while avoiding the possibility that the GC can call your cleanup method.What is wrong with doing all that in a destructor? I don't know if it is just an implementation detail, but a destroyed object is either zero-filled or reinitialized to the default, so, if implemented correctly, it knows whether a cleanup is required (and I'm assuming that a model of simple single ownership is used, like in Qt). Therefore it should be safe to use destroy to finalize an object and even to put destroy in its destructor in order to perform a controlled cascade destruction of all the children that require immediate cleanup (ie. releasing expensive non-GC resources, closing connections, etc.). The main difference with C++ being that you would only force finalization, but then let the GC free the memory in its normal fashion.
Feb 07 2015
On 2/8/2015 11:32 AM, FG wrote:On 2015-02-08 at 01:20, Mike Parker wrote:First, there are no guarantees about when or if a destructor is going to be called. The fact that the current GC calls the destructors of all live objects at application shutdown is an implementation detail. If you want deterministic destruction, you can not rely on destructors. Second, if you are going to call destroy on every object to clean them up, then in principle that's fine. But now you have to be careful that no mistakes slip into the code base, e.g. forgetting to call destroy on an object that touches GC memory in its destructor. By separating resource cleanup from object destruction, you get both deterministic cleanup and more freedom in choosing whether or not to clean up at all. I used to be obsessive about cleaning up everything at app exit (my C background, I suppose). These days, I've come around to the view that it's fine just to let the OS handle it. I put a terminate method in every class that allocates any sort of resource. If I need to free those resources at runtime, I call terminate and let the GC worry about the object when it needs to. At app exit, I only call terminate on objects that absolutely need to do something before the process exits, like writing a final message to a log file, or sending a See You Later packet to a server. Everything else I just let go and leave to the OS to deal with. There's no reason to do otherwise. In essence, resource cleanup only happens when and if I say. That just isn't possible if all cleanup is in destructors. You either have to destroy *every* object yourself, or be vigilant about which objects you let the GC call destructors on.In your case, forget destructors and the destroy method. Just implement a common method on all of your objects that need cleanup (perhaps name it 'terminate') and call that. This gives you the deterministic destruction that you want (the same as calling destroy on each object) while avoiding the possibility that the GC can call your cleanup method.What is wrong with doing all that in a destructor? I don't know if it is just an implementation detail, but a destroyed object is either zero-filled or reinitialized to the default, so, if implemented correctly, it knows whether a cleanup is required (and I'm assuming that a model of simple single ownership is used, like in Qt). Therefore it should be safe to use destroy to finalize an object and even to put destroy in its destructor in order to perform a controlled cascade destruction of all the children that require immediate cleanup (ie. releasing expensive non-GC resources, closing connections, etc.). The main difference with C++ being that you would only force finalization, but then let the GC free the memory in its normal fashion.
Feb 07 2015
On 2015-02-08 at 06:36, Mike Parker wrote:On 2/8/2015 11:32 AM, FG wrote:I admit that I became accustomed to that implementation detail and would like it to stay.On 2015-02-08 at 01:20, Mike Parker wrote:First, there are no guarantees about when or if a destructor is going to be called. The fact that the current GC calls the destructors of all live objects at application shutdown is an implementation detail. If you want deterministic destruction, you can not rely on destructors.In your case, forget destructors and the destroy method. Just implement a common method on all of your objects that need cleanup (perhaps name it 'terminate') and call that. This gives you the deterministic destruction that you want (the same as calling destroy on each object) while avoiding the possibility that the GC can call your cleanup method.What is wrong with doing all that in a destructor? I don't know if it is just an implementation detail, but a destroyed object is either zero-filled or reinitialized to the default, so, if implemented correctly, it knows whether a cleanup is required (and I'm assuming that a model of simple single ownership is used, like in Qt). Therefore it should be safe to use destroy to finalize an object and even to put destroy in its destructor in order to perform a controlled cascade destruction of all the children that require immediate cleanup (ie. releasing expensive non-GC resources, closing connections, etc.). The main difference with C++ being that you would only force finalization, but then let the GC free the memory in its normal fashion.Second, if you are going to call destroy on every object to clean them up, then in principle that's fine. But now you have to be careful that no mistakes slip into the code base, e.g. forgetting to call destroy on an object that touches GC memory in its destructor.One could also forget to call terminate(). :) The advantage of ~this() is that it is standard, while terminate() is not. You call it that, someone else might call it finalize(), close() or whatever. I do see a benefit in using terminate() directly instead of the GC-fired destructor, because it's not constrained by having to steer clear of the InvalidMemoryOperationError, but it is overshadowed by inconvenience. So let's assume that terminate() is GC-friendly (ie. would work even when called from a destructor).By separating resource cleanup from object destruction, you get both deterministic cleanup and more freedom in choosing whether or not to clean up at all.I separate them only when the object needs it (flush a write, close a connection, release a big chunk of memory, etc.), by calling destroy and not waiting until the GC decides that it's time to deallocate memory for that object and performs the destruction by itself. For every other case of object I also do not care when and if it gets cleaned up.At app exit, I only call terminate on objects that absolutely need to do something before the process exits, like writing a final message to a log file [...] resource cleanup only happens when and if I say.Exactly, but if I put a call to terminate() in the destructor, then clean up will be automated in those cases when I don't care about cleaning up myself or *forget* to do it.That just isn't possible if all cleanup is in destructors. You either have to destroy *every* object yourself, or be vigilant about which objects you let the GC call destructors on.Why not? Are you saying that because of the lack of guarantees that a destructor will be called by the GC? And not *every* object -- it was stated that we don't care about all those objects that don't require special clean up.
Feb 08 2015