Why not allocate and deallocate memory frequently in C++ games? - c++

I'm a recent convert to C++ for game programming - I have a lot of experience dealing with memory management and garbage collection woes in C#, but not as much with C++.
I've heard some vague advice in the past to avoid allocations and deallocations during gameplay (i.e. new and delete) and to pre-allocate everything you might need up front. But that's a lot more tedious and architecturally complex than just allocating and freeing game objects as needed while the game's running (enemies, particles, etc.).
I think the advice I read was referring to resource-constrained platforms - I'm aiming to develop mostly for PC, and I imagine the game state data that would be changing frequently would be on the order of a few megabytes at most. The rest are textures, sound assets, etc. that I'll be preloading.
So my question is: in a world of PCs with gigabytes of memory, is it worth the headache to set up elaborate memory pooling, pre-allocation, and so forth for my game state data? Or is this just some unquestioned "best practice" tradition that evolved when maxing out limited platforms, that is now repeated as gospel?
If my 2 MB of game data gets fragmented and is now spread over 4MB, I can't imagine that mattering in the slightest on a PC made after 1990 - but curious to know if I'm missing something :).

The main reasons to avoid calling new unless necessary in a game environment are that
Dynamic allocation of memory really is surprisingly expensive.
Cache misses are detrimental to performance.
Dynamic Allocation
At my work, we develop a game-like product (virtual surgery) and most of our memory is pre-allocated and handled via factories or memory pools. This is done because, dynamically allocating memory takes a very long time. The system has to deal with memory requests of many different sizes at any and all times. This means there's a lot of work going into processes such as minimizing fragmentation. If you ask the system for memory, you'll have to wait for it to do these things. If you pre-allocate memory, you can use factories or other block-size-specific memory managers to alleviate these concerns.
I can tell you from experience that a simple mistake like allocating a reasonably large std::vector from scratch every frame, instead of reusing pre-allocated memory, can drag the frame rate down into the gutter.
Cache Misses
Another related issue is cache coherence. Cache misses, which force the OS to bring a new page into the cache, are also very expensive. If this happens often, you'll have an unplayable game. If, however, you pre-allocate large chunks of memory, this can go a long way towards improving cache locality, which makes cache misses few and far between.
Moral of the story
So, in short: If you don't manage your own pre-allocated memory, you can expect a lot of your computational time to be lost to waiting for the system to allocate memory or handle cache misses.

in a world of PCs with gigabytes of memory
And only a few megabytes for your process if a sane OS is running on that PC. (But that's not the primary issue here anyway.)
is it worth the headache to set up elaborate memory pooling, pre-allocation, and so forth for my game state data
I don't dare saying that "always preallocate everything", because sometimes it's just not possible, and for less frequently used objects, it might not worth the effort, but it is certainly true that dynamic memory management in C and C++ is resource-intensive and slow. So if you render, for example 30 frames a second to the screen, then possibly avoid allocating and de-allocating and then re-allocating the buffer for the objects to be rendered during each frame/iteration.

Related

Memory defragmentation/heap compaction - commonplace in managed languages, but not in C++. Why?

I've been reading up a little on zero-pause garbage collectors for managed languages. From what I understand, one of the most difficult things to do without stop-the-world pauses is heap compaction. Only very few collectors (eg Azul C4, ZGC) seem to be doing, or at least approaching, this.
So, most GCs introduce dreaded stop-the-world pauses the compact the heap (bad!). Not doing this seems extremely difficult, and does come with a performance/throughput penalty. So either way, this step seems rather problematic.
And yet - as far as I know, most if not all GCs still do compact the heap occasionally. I've yet to see a modern GC that doesn't do this by default. Which leads me to believe: It has to be really, really important. If it wasn't, surely, the tradeoff wouldn't be worth it.
At the same time, I have never seen anyone do memory defragmentation in C++. I'm sure some people somewhere do, but - correct me if I am wrong - it does not at all seem to be a common concern.
I could of course imagine static memory somewhat lessens this, but surely, most codebases would do a fair amount of dynamic allocations?!
So I'm curious, why is that?
Are my assumptions (very important in managed languages; rarely done in C++) even correct? If yes, is there any explanation I'm missing?
Garbage collection can compact the heap because it knows where all of the pointers are. After all, it just finished tracing them. That means that it can move objects around and adjust the pointers (references) to the new location.
However, C++ cannot do that, because it doesn't know where all the pointers are. If the memory allocation library moved things around, there could be dangling pointers to the old locations.
Oh, and for long running processes, C++ can indeed suffer from memory fragmentation. This was more of a problem on 32-bit systems because it could fail to allocate memory from the OS, because it might have used up all of the available 1 MB memory blocks. In 64-bit it is almost impossible to create so many memory mappings that there is nowhere to put a new one. However, if you ended up with a 16 byte memory allocation in each 4K memory page, that's a lot of wasted space.
C and C++ applications solve that by using storage pools. For a web server, for example, it would start a pool with a new request. At the end of that web request, everything in the pool gets destroyed. The pool makes a nice, constant sized block of RAM that gets reused over and over without fragmentation.
Garbage collection tends to use recycling pools as well, because it avoids the strain of running a big GC trace and reclaim at the end of a connection.
One method some old operating systems like Apple OS 9 used before virtual memory was a thing is handles. Instead of a memory pointer, allocation returned a handle. That handle was a pointer to the real object in memory. When the operating system needed to compact memory or swap it to disk it would change the handle.
I have actually implemented a similar system in C++ using an array of handles into a shared memory map psuedo-database. When the map was compacted then the handle table was scanned for affected entries and updated.
Generic memory compaction is not generally useful nor desirable because of its costs.
What may be desirable is to have no wasted/fragmented memory and that can be achieved by other methods than memory compaction.
In C++ one can come up with a different allocation approach for objects that do cause fragmentation in their specific application, e.g. double-pointers or double-indexes to allow for object relocation; object pools or arenas that prevent or minimize fragmentation. Such solutions for specific object types is superior to generic garbage collection because they employ application/business specific knowledge which allows to minimize the scope/cost of object storage maintenance and also happen at most appropriate times.
A research found that garbage collected languages require 5 times more memory to achieve performance of non-GC equivalent programs. Memory fragmentation is more severe in GC languages.

Why we use memory managers?

I have seen that lot of code bases specially server codes have basic (sometimes advanced) memory managers. Is the real purpose of memory manager is to reduce number of malloc calls or mainly for the purpose of memory analysis, corruption check or may be other application centric purposes.
Is the argument of saving malloc calls reasonable enough as malloc in itself is a memory manager. The only performance gain I can reason is when we know that system always ask for same size memory.
Or the reason for having memory manager is that free does not return memory to OS but saves in the list. So over the lifetime of the process, the heap usage of the process may increase if we keep on doing malloc/free because of fragmentation.
mallocis a general purpose allocator - "not slow" is more important than "always fast".
Consider a feature that would be a 10% improvement in many common cases, but might cause significant performance degradation in a few rare cases. An application specific allocator can avoid the rare case and reap the benefits. A general purpose allocator should not.
Besides number of calls to malloc, there are other relevant attributes:
locality of allocations
On current hardware, this easily the most important factor for performance. An application has more knowledge of the access patterns and can optimize the allocations accordingly.
multithreading
A general purpose allocator must allow calls to malloc and free from different threads. This usually requires a lock or similar concurrency handling. If the heap is very busy, this leads to massive contention.
An application that knows that some high-frequency alloc/frees come only from one thread can use its own thread-specific heap, which not only avoids contention for these allocations, but also increases their locality and takes load off the default allocator.
fragmentation
This is still a problem for long running applications on systems with limited physical memory or address space. Fragmentation may require more and more memory or address space from the OS, even without the actual working set increasing. This is a significant problem for applications that need to run uninterrupted.
Last time I looked deeper into allocators (which is probably half a decade past), the consensus was that naive attempts to reduce fragmentation often conflict with the never slow rule.
Again, an application that knows (some of its) allocation patterns can take a lot of load from the default allocator. One very common use case is building a syntax tree or something similar: there are gazillions of small allocations which are never freed individually, only as a whole. Such a pattern can be served efficiently with a very trivial allocator.
resilence and diagnostics
Last not least the diagnostic and self-protection capabilities of the default allocator may not be sufficient for many applications.
Why do we have custom memory managers rather than the built-in ones?
Number one reason is probably that the codebase was originaly written 20-30years ago when the provided one wasn't any good and nobody dares change it.
But otherwise, as you say because the application needs to manage fragmentation, grab memory at startup to ensure that memory will always be available, for security or a bunch of other reasons - most of which could be acheived by correct use of the built-in manager.
C and C++ are designed to be stripped down. They don't do much that is not explicitly asked for, so when a program asks for memory, it gets the minimum possible effort required to deliver that memory.
In other words, if you don't need it, you don't pay for it.
If finer-grained control of the memory is required, that's the domain of the programmer. If the programmer wishes to trade bare metal speed for a system that will provide higher performance on the target hardware in conjunction with the program's often unique goals, better debugging support, or simply likes the look and feel and warm fuzzies that come from using a manager, that is up to them. The programmer either writes something smarter or finds a third party library to do what they want.
You briefly touched on a lot of the different reasons why you would use a memory manager in your question.
Is the real purpose of a memory manager to reduce the number of malloc calls or mainly for the purpose of memory analysis, corruption check or other application centric purposes?
This is the big question. A memory manager in any application can be generic (like malloc) or it can be more specific. The more specialized the memory manager becomes it is likely to be more efficient at the specific task it is supposed to accomplish.
Take this overly-simplified example:
#define MAX_OBJECTS 1000
Foo globalObjects[MAX_OBJECTS];
int main(int argc, char ** argv)
{
void * mallocObjects[MAX_OBJECTS] = {0};
void * customObjects[MAX_OBJECTS] = {0};
for(int i = 0; i < 1000; ++i)
{
mallocObjects[i] = malloc(sizeof(Foo));
customObjects[i] = &globalObjects[i];
}
}
In the above I am pretending that this global object list is our "custom memory allocator." This is just to simplify what I am explaining.
When you allocate with malloc there is no guarantee it is right next to the previous allocation. Malloc is a general purpose allocator and does a good job at that but doesn't necessarily make the most efficient choice for every application.
With a custom allocator you might be able to up front allocate room for 1000 custom objects and since they are a fixed size return the exact amount of memory you need to prevent fragmentation and to efficiently allocate that block.
There is also the difference between memory abstraction and custom memory allocators. STL allocators are arguably an abstraction model and not a custom memory allocator.
Take a look at this link for some more information on custom allocators and why they are useful: gamedev.net link
There are many reasons why we would want to do this and it really depends on the application itself. In fact all the reasons you mentioned are valid.
I once built a very simple memory manager that kept track of shared_ptr allocations in order for me to see what was not being released properly on application end.
I would say stick to your runtime unless you need something that it does not provide.
Memory managers are used basically to manage efficiently your memory reservation. Normally processes have access to a limited amount of memory (4GB in 32bits systems), from this you have to subtract the virtual memory space reserved for the kernel (1GB or 2GB depending on your OS configuration). Thus, virtually the process has access let's say to 3GB of memory that will be used to hold all of its segments (code, data, bss, heap and stack).
Memory managers (malloc for example) try to fulfill the different memory reservation requests issued by the process by requesting new memory pages to the OS (using sbrk or mmap system calls). Every time this happens it implies an extra cost on the program execution since the OS has to look for a suitable memory page to be assigned to the process (Physical memory is limited and all the running processes want to use it), update the process tables (TMP, etc). These operations are time consuming and hit the process execution and performance. Thus, the memory manager normally try to request the needed pages to fulfill the process reservations cleverly. For example it could ask for some more pages to avoid calling more mmap calls in the near future. Additionally, it tries to deal with issues like fragmentation, memory alignment, etc. This basically unloads the process from this responsibility, otherwise everybody writing some program that needs dynamic memory allocation has to perform this manually!
Actually, there are cases where one could be interested in doing the memory management manually. This is the case for embedded or high availability systems which have to run for 24/365. In these cases even if the memory fragmentation is low it could become a problem after very long period of running (1 year for example). So, one of the solutions that are used in this case is to use a memory pool to allocate before hand the memory for the application objects. After-wards each time you need memory for some object you just use the already reserved memory.
For server based or any application that needs to run for long periods of time or indefinitely, the main issue is paged memory fragmentation. After a long series of mallocs / new and free / delete, paged memory can end up with gaps in the pages that waste space and could eventually run out of virtual address space. Microsoft deals with this with it's .NET framework, by occasionally pausing a process to repack paged memory for a process.
To avoid slowdown during repacking of memory in a process, a server type application can use multiple processes for the application, so that during repacking of one process, the other process(es) take more of the load.

Which memory allocation algorithm suits best for performance and time critical c++ applications?

I ask this question to determine which memory allocation algorithm gives better results with performance critical applications, like game engines, or embedded applications. Results are actually depends percentage of memory fragmented and time-determinism of memory request.
There are several algorithms in the text books (e.g. Buddy memory allocation), but also there are others like TLSF. Therefore, regarding memory allocation algorithms available, which one of them is fastest and cause less fragmentation. BTW, Garbage collectors should be not included.
Please also, note that this question is not about profiling, it just aims to find out optimum algorithm for given requirements.
It all depends on the application. Server applications which can clear out all memory relating to a particular request at defined moments will have a different memory access pattern than video games, for instance.
If there was one memory allocation algorithm that was always best for performance and fragmentation, wouldn't the people implementing malloc and new always choose that algorithm?
Nowadays, it's usually best to assume that the people who wrote your operating system and runtime libraries weren't brain dead; and unless you have some unusual memory access pattern don't try to beat them.
Instead, try to reduce the number of allocations (or reallocations) you make. For instance, I often use a std::vector, but if I know ahead of time how many elements it will have, I can reserve that all in one go. This is much more efficient than letting it grow "naturally" through several calls to push_back().
Many people coming from languages where new just means "gimme an object" will allocate things for no good reason. If you don't have to put it on the heap, don't call new.
As for fragmentation: it still depends. Unfortunately I can't find the link now, but I remember a blog post from somebody at Microsoft who had worked on a C++ server application that suffered from memory fragmentation. The team solved the problem by allocating memory from two regions. Memory for all requests would come from region A until it was full (requests would free memory as normal). When region A was full, all memory would be allocated from region B. By the time region B was full, region A was completely empty again. This solved their fragmentation problem.
Will it solve yours? I have no idea. Are you working on a project which services several independent requests? Are you working on a game?
As for determinism: it still depends. What is your deadline? What happens when you miss the deadline (astronauts lost in space? the music being played back starts to sound like garbage?)? There are real time allocators, but remember: "real time" means "makes a promise about meeting a deadline," not necessarily "fast."
I did just come across a post describing various things Facebook has done to both speed up and reduce fragmentation in jemalloc. You may find that discussion interesting.
Barış:
Your question is very general, but here's my answer/guidance:
I don't know about game engines, but for embedded and real time applications, The general goals of an allocation algorithm are:
1- Bounded execution time: You have to know in advance the worst case allocation time so you can plan your real time tasks accordingly.
2- Fast execution: Well, the faster the better, obviously
3- Always allocate: Especially for real-time, security critical applications, all requests must be satisfied. If you request some memory space and get a null pointer: trouble!
4- Reduce fragmentation: Although this depends on the algorithm used, generally, less fragmented allocations provide better performance, due to a number of reasons, including caching effects.
In most critical systems, you are not allowed to dynamically allocate any memory to begin with. You analyze your requirements and determine your maximum memory use and allocate a large chunk of memory as soon as your application starts. If you can't, then the application does not even start, if it does start, no new memory blocks are allocated during execution.
If speed is a concern, I'd recommend following a similar approach. You can implement a memory pool which manages your memory. The pool could initialize a "sufficient" block of memory in the start of your application and serve your memory requests from this block. If you require more memory, the pool can do another -probably large- allocation (in anticipation of more memory requests), and your application can start using this newly allocated memory. There are various memory pooling schemes around as well, and managing these pools is another whole topic.
As for some examples: VxWorks RTOS used to employ a first-fit allocation algorithm where the algorithm analyzed a linked list to find a big enough free block. In VxWorks 6, they're using a best-fit algorithm, where the free space is kept in a tree and allocations traverse the tree for a big enough free block. There's a white paper titled Memory Allocation in VxWorks 6.0, by Zoltan Laszlo, which you can find by Googling, that has more detail.
Going back to your question about speed/fragmentation: It really depends on your application. Things to consider are:
Are you going to make lots of very small allocations, or relatively larger ones?
Will the allocations come in bursts, or spread equally throughout the application?
What is the lifetime of the allocations?
If you're asking this question because you're going to implement your own allocator, you should probably design it in such a way that you can change the underlying allocation/deallocation algorithm, because if the speed/fragmentation is really that critical in your application, you're going to want to experiment with different allocators. If I were to recommend something without knowing any of your requirements, I'd start with TLSF, since it has good overall characteristics.
As other already wrote, there is no "optimum algorithm" for each possible application. It was already proven that for any possible algorithm you can find an allocation sequence which will cause a fragmentation.
Below I write a few hints from my game development experience:
Avoid allocations if you can
A common practices in the game development field was (and to certain extent still is) to solve the dynamic memory allocation performance issues by avoiding the memory allocations like a plague. It is quite often possible to use stack based memory instead - even for dynamic arrays you can often come with an estimate which will cover 99 % of cases for you and you need to allocate only when you are over this boundary. Another commonly used approach is "preallocation": estimate how much memory you will need in some function or for some object, create a kind of small and simplistic "local heap" you allocate up front and perform the individual allocations from this heap only.
Memory allocator libraries
Another option is to use some of the memory allocation libraries - they are usually created by experts in the field to fit some special requirements, and if you have similar requiremens, they may fit your requirements.
Multithreading
There is one particular case in which you will find the "default" OS/CRT allocator performs badly, and that is multithreading. If you are targeting Windows, by aware both OS and CRT allocators provided by Microsoft (including the otherwise excellent Low Fragmentation Heap) are currently blocking. If you want to perform significant threading, you need either to reduce the allocation as much as possible, or to use some of the alternatives. See Can multithreading speed up memory allocation?
The best practice is - use whatever you can use to make the thing done in time (in your case - default allocator). If the whole thing is very complex - write tests and samples that will emulate parts of the whole thing. Then, run performance tests and benchmarks to find bottle necks (probably they will nothing to do with memory allocation :).
From this point you will see what exactly slowdowns your code and why. Only based on such precise knowledge you can ever optimize something and choose one algorithm over another. Without tests its just a waste of time since you can't even measure how much your optimization will speedup your app (in fact such "premature" optimizations can really slowdown it).
Memory allocation is a very complex thing and it really depends on many factors. For example, such allocator is simple and damn fast but can be used only in limited number of situations:
char pool[MAX_MEMORY_REQUIRED_TO_RENDER_FRAME];
char *poolHead = pool;
void *alloc(size_t sz) { char *p = poolHead; poolHead += sz; return p; }
void free() { poolHead = pool; }
So there is no "the best algorithm ever".
One constraint that's worth mentioning, which has not been mentioned yet, is multi-threading: Standard allocators must be implemented to support several threads, all allocating/deallocating concurrently, and passing objects from one thread to another so that it gets deallocated by a different thread.
As you may have guessed from that description, it is a tricky task to implement an allocator that handles all of this well. And it does cost performance as it is impossible to satisfy all these constrains without inter-thread communication (= use of atomic variables and locks) which is quite costly.
As such, if you can avoid concurrency in your allocations, you stand a good chance to implement your own allocator that significantly outperforms the standard allocators: I once did this myself, and it saved me roughly 250 CPU cycles per allocation with a fairly simple allocator that's based on a number of fixed sized memory pools for small objects, stacking free objects with an intrusive linked list.
Of course, avoiding concurrency is likely a no-go for you, but if you don't use it anyway, exploiting that fact might be something worth thinking about.

Will Garbage Collected C be Faster Than C++?

I had been wondering for quite some time on how to manager memory in my next project. Which is writing a DSL in C/C++.
It can be done in any of the three ways.
Reference counted C or C++.
Garbage collected C.
In C++, copying class and structures from stack to stack and managing strings separately with some kind of GC.
The community probably already has a lot of experience on each of these methods. Which one will be faster? What are the pros and cons for each?
A related side question. Will malloc/free be slower than allocating a big chunk at the beginning of the program and running my own memory manager over it? .NET seems to do it. But I am confused why we can't count on OS to do this job better and faster than what we can do ourselves.
It all depends! That's a pretty open question. It needs an essay to answer it!
Hey.. here's one somebody prepared earlier:
http://lambda-the-ultimate.org/node/2552
http://www.hpl.hp.com/personal/Hans_Boehm/gc/issues.html
It depends how big your objects are, how many of them there are, how fast they're being allocated and discarded, how much time you want to invest optimizing and tweaking to make optimizations. If you know the limits of how much memory you need, for fast performance, I would think you can't really beat grabbing all the memory you need from the OS up front, and then managing it yourself.
The reason it can be slow allocating memory from the OS is that it deals with lots of processes and memory on disk and in ram, so to get memory it's got to decide if there is enough. Possibly, it might have to page another processes memory out from ram to disk so it can give you enough. There's lots going on. So managing it yourself (or with a GC collected heap) can be far quicker than going to the OS for each request. Also, the OS usually deals with bigger chunks of memory, so it might round up the size of requests you make meaning you could waste memory.
Have you got a real hard requirement for going super quick? A lot of DSL applications don't need raw performance. I'd suggest going with whatever's simplest to code. You could spend a lifetime writing memory management systems and worrying which is best.
Why would garbage collected C be faster than C++? The only garbage collectors available for C are pretty inefficient things, more designed to plug memory leaks than to actually improve the quality of your code.
In any case, C++ has the potential for reaching better performance with less code (note that it's only a potential. It's also very possible to write C++ code that is far slower than the equivalent C).
Considering the current state of both languages, GC's are not currently going to improve performance in your code. GC's can be made very efficient in languages designed for it. C/C++ are not among those. ;)
Apart from that, it's impossible to say. Languages don't have a speed. It doesn't make sense to ask which language is faster. It depends on 1) the specific code, 2) the compiler that compiles it, and 3) the system it's running on (hardware as well as OS).
malloc is a fairly slow operation, far slower than the .NET equivalents, so yes, if you are performing a lot of small allocations, you may be better off allocating a large pool of memory once, and then using chunks of that.
The reason is that the OS has to find a free chunk of memory, basically by following a linked list of all free memory areas. In .NET, a new() call is basically nothing more than moving the heap pointer as many bytes as required by the allocation.
uh ... It depends how you write the garbage collection system for your DSL. Neither C or C++ comes with a garbage collection facility built-in but either could be used to write a very efficient or a very inefficient garbage collector. Writing such a thing, by the way, is a non-trivial task.
DSLs are often written in higher level languages such as Ruby or Python specifically because the language writer can leverage the garbage collection and other facilities of the language. C and C++ are great for writing full, industrial strength languages but you certainly need to know what you are doing to use them - knowledge of yacc and lex is especially useful here but a good understanding of dynamic memory management is important also, as you say. You could also check out keykit, an open source music DSL written in C, if you still like the idea of a DSL in C/C++.
With most garbage collection implementations, allocation can see a speed improvement, but then you have the additional cost of the collection phase which can be triggered at any point in your program's execution, leading to a sudden (seemingly random) delay.
As for your second question, it depends on your memory management algorithms. You'd be safe sticking with your library's default malloc implementation, but there are alternatives which boast better performance.
A related side question. Will malloc/free be slower than allocating a big chuck at the begining of the program and running my own memory manager over it? .NET seems to do it. But I am confused why we can't count on OS to do this job better and faster than what we can do ourselves.
The problem with letting the OS handle memory allocation is that it introduces indeterministic behaviour. There's no way for the programmer to know how long the OS will take to return a new chunk of memory - an allocation may be quite costly if memory has to be paged out to disk.
Preallocating therefore might be a good idea, especially when using a copying garbage collector. It'll increase memory consumption, but allocation will be fast because in most cases it'll just be a pointer increment.
As people have pointed out - GC is faster to allocate (because it just gives you the next block on its list), but slower overall (because it has to compact the heap regularly, in order for allocs to be fast).
so - go for the compromise solution (which is actually pretty damn good):
You create your own heaps, one for each size of object you generally allocate (or 4-byte, 8 byte, 16-byte, 32-byte, etc) then, when you want a new piece of memory you grab the last 'block' on the appropriate heap. Because you pre-allocate from these heaps, all you need to do when allocating is grab the next free block. This works better than the standard allocator because you are happily wasting memory - if you want to allocate 12 bytes, you'll give up a whole 16 byte block from the 16-byte heap. You keep a bitmap of used v free blocks so you can allocate quickly without wasting loads of memory or needing to compact.
Also, because you're running several heaps, highly-parallel systems work much better as you don't need to lock so often (ie you have multiple locks for each heap so you don't get contention nearly as much)
Try it - we used it to replace the standard heap on a very intensive application, performance went up by quite a lot.
BTW. the reason the standard allocators are slow is that they try not to waste memory - so if you allocate a 5 byte, 7 byte and 32 bytes from the standard heap, it'll keep those 'boundaries'. Next time you need to allocate, it'll walk through those looking for enough space to give you what you asked for. That worked well for low-memory systems, but you only have to look at how much memory most apps use today to see that GC systems go the other way, and try to make allocations as fast as possible whilst caring nothing for how much memory is wasted.
The problem has a lot of variables, but if your application is written with garbage collection in mind, and if you exploit the special features of the Boehm collector, such as different allocation calls for blocks that don't contain pointers, then as a general rule your application
- Will have simpler interfaces
- Will run somewhat faster
- Will require from 1.2x to 2x the space
than a similar application using explicit memory management.
For documentation and evidence supporting these claims, you can see the information on Boehm's web site, and also Ben Zorn's several papers on the measured cost of conservative garbage collection.
Most importantly you'll save a ton of effort and won't have to worry about a significant class of memory-management bugs.
The issue of C vs C++ is orthogonal, but GC will definitely be faster than reference counting, especially when there's no compiler support for reference counting.
Neither C nor C++ will give you garbage for free. What they will give you is memory allocation libraries (which provide malloc/free, etc). There are many online resources to algorithms for writing garbage collection libraries. A good start is link text
Most non GC languages will allocate and de-allocate the memory as needed and no longer needed. GC'd languages usually allocate large chunks of memory before hand and only free the memory when idle and not in the middle of a intensive task so I am going to yes if GC kicks in at correct time.
The D programming language is a garbage collected language and ABI compatible with C and partly ABI compatible with C++. This Page shows some benchmarks between string performance in C++ and D.
I suggest that if you have written a program where memory allocation and deallocation (explicitly or GC'ed) is the bottleneck, then you should re-think your architecture, design and implementation.
If you don't want to explicitly manage memory, don't use C/C++. There are plenty of languages with either reference counting or compiler-supported garbage collectors that will probably work much better for you.
C/C++ are designed in an environment where the programmer manages their own memory. Trying to retrofit GC or ref counting onto them may help some, but you'll find that you either have to compromise the performance of the GC (because it doesn't have any compiler hinting as to where pointers might be), or you'll find new and fascinating ways that you can screw up the reference counts or the GC or whatever.
I know it sounds like a good idea, but really, you should just grab a language more suited to the task.

How to solve Memory Fragmentation

We've occasionally been getting problems whereby our long-running server processes (running on Windows Server 2003) have thrown an exception due to a memory allocation failure. Our suspicion is these allocations are failing due to memory fragmentation.
Therefore, we've been looking at some alternative memory allocation mechanisms that may help us and I'm hoping someone can tell me the best one:
1) Use Windows Low-fragmentation Heap
2) jemalloc - as used in Firefox 3
3) Doug Lea's malloc
Our server process is developed using cross-platform C++ code, so any solution would be ideally cross-platform also (do *nix operating systems suffer from this type of memory fragmentation?).
Also, am I right in thinking that LFH is now the default memory allocation mechanism for Windows Server 2008 / Vista?... Will my current problems "go away" if our customers simply upgrade their server os?
First, I agree with the other posters who suggested a resource leak. You really want to rule that out first.
Hopefully, the heap manager you are currently using has a way to dump out the actual total free space available in the heap (across all free blocks) and also the total number of blocks that it is divided over. If the average free block size is relatively small compared to the total free space in the heap, then you do have a fragmentation problem. Alternatively, if you can dump the size of the largest free block and compare that to the total free space, that will accomplish the same thing. The largest free block would be small relative to the total free space available across all blocks if you are running into fragmentation.
To be very clear about the above, in all cases we are talking about free blocks in the heap, not the allocated blocks in the heap. In any case, if the above conditions are not met, then you do have a leak situation of some sort.
So, once you have ruled out a leak, you could consider using a better allocator. Doug Lea's malloc suggested in the question is a very good allocator for general use applications and very robust most of the time. Put another way, it has been time tested to work very well for most any application. However, no algorithm is ideal for all applications and any management algorithm approach can be broken by the right pathelogical conditions against it's design.
Why are you having a fragmentation problem? - Sources of fragmentation problems are caused by the behavior of an application and have to do with greatly different allocation lifetimes in the same memory arena. That is, some objects are allocated and freed regularly while other types of objects persist for extended periods of time all in the same heap.....think of the longer lifetime ones as poking holes into larger areas of the arena and thereby preventing the coalesce of adjacent blocks that have been freed.
To address this type of problem, the best thing you can do is logically divide the heap into sub arenas where the lifetimes are more similar. In effect, you want a transient heap and a persistent heap or heaps that group things of similar lifetimes.
Some others have suggested another approach to solve the problem which is to attempt to make the allocation sizes more similar or identical, but this is less ideal because it creates a different type of fragmentation called internal fragmentation - which is in effect the wasted space you have by allocating more memory in the block than you need.
Additionally, with a good heap allocator, like Doug Lea's, making the block sizes more similar is unnecessary because the allocator will already be doing a power of two size bucketing scheme that will make it completely unnecessary to artificially adjust the allocation sizes passed to malloc() - in effect, his heap manager does that for you automatically much more robustly than the application will be able to make adjustments.
I think you’ve mistakenly ruled out a memory leak too early.
Even a tiny memory leak can cause a severe memory fragmentation.
Assuming your application behaves like the following:
Allocate 10MB
Allocate 1 byte
Free 10MB
(oops, we didn’t free the 1 byte, but who cares about 1 tiny byte)
This seems like a very small leak, you will hardly notice it when monitoring just the total allocated memory size.
But this leak eventually will cause your application memory to look like this:
.
.
Free – 10MB
.
.
[Allocated -1 byte]
.
.
Free – 10MB
.
.
[Allocated -1 byte]
.
.
Free – 10MB
.
.
This leak will not be noticed... until you want to allocate 11MB
Assuming your minidumps had full memory info included, I recommend using DebugDiag to spot possible leaks.
In the generated memory report, examine carefully the allocation count (not size).
As you suggest, Doug Lea's malloc might work well. It's cross platform and it has been used in shipping code. At the very least, it should be easy to integrate into your code for testing.
Having worked in fixed memory environments for a number of years, this situation is certainly a problem, even in non-fixed environments. We have found that the CRT allocators tend to stink pretty bad in terms of performance (speed, efficiency of wasted space, etc). I firmly believe that if you have extensive need of a good memory allocator over a long period of time, you should write your own (or see if something like dlmalloc will work). The trick is getting something written that works with your allocation patterns, and that has more to do with memory management efficiency as almost anything else.
Give dlmalloc a try. I definitely give it a thumbs up. It's fairly tunable as well, so you might be able to get more efficiency by changing some of the compile time options.
Honestly, you shouldn't depend on things "going away" with new OS implementations. A service pack, patch, or another new OS N years later might make the problem worse. Again, for applications that demand a robust memory manager, don't use the stock versions that are available with your compiler. Find one that works for your situation. Start with dlmalloc and tune it to see if you can get the behavior that works best for your situation.
You can help reduce fragmentation by reducing the amount you allocate deallocate.
e.g. say for a web server running a server side script, it may create a string to output the page to. Instead of allocating and deallocating these strings for every page request, just maintain a pool of them, so your only allocating when you need more, but your not deallocating (meaning after a while you get the situation you not allocating anymore either, because you have enough)
You can use _CrtDumpMemoryLeaks(); to dump memory leaks to the debug window when running a debug build, however I believe this is specific to the Visual C compiler. (it's in crtdbg.h)
I'd suspect a leak before suspecting fragmentation.
For the memory-intensive data structures, you could switch over to a re-usable storage pool mechanism. You might also be able to allocate more stuff on the stack as opposed to the heap, but in practical terms that won't make a huge difference I think.
I'd fire up a tool like valgrind or do some intensive logging to look for resources not being released.
#nsaners - I'm pretty sure the problem is down to memory fragmentation. We've analyzed minidumps that point to a problem when a large (5-10mb) chunk of memory is being allocated. We've also monitored the process (on-site and in development) to check for memory leaks - none were detected (the memory footprint is generally quite low).
The problem does happen on Unix, although it's usually not as bad.
The Low-framgmentation heap helped us, but my co-workers swear by Smart Heap
(it's been used cross platform in a couple of our products for years). Unfortunately due to other circumstances we couldn't use Smart Heap this time.
We also look at block/chunking allocating and trying to have scope-savvy pools/strategies, i.e.,
long term things here, whole request thing there, short term things over there, etc.
As usual, you can usually waste memory to gain some speed.
This technique isn't useful for a general purpose allocator, but it does have it's place.
Basically, the idea is to write an allocator that returns memory from a pool where all the allocations are the same size. This pool can never become fragmented because any block is as good as another. You can reduce memory wastage by creating multiple pools with different size chunks and pick the smallest chunk size pool that's still greater than the requested amount. I've used this idea to create allocators that run in O(1).
if you talking about Win32 - you can try to squeeze something by using LARGEADDRESSAWARE. You'll have ~1Gb extra defragmented memory so your application will fragment it longer.
The simple, quick and dirty, solution is to split the application into several process, you should get fresh HEAP each time you create the process.
Your memory and speed might suffer a bit (swapping) but fast hardware and big RAM should be able to help.
This was old UNIX trick with daemons, when threads did not existed yet.