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Other garbage Collection Features for use with Native Resources
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Sometimes, a native resource consumes a lot of memory, but the managed object wrapping that resource occupies very little memory . The quintessential example of this is the bitmap . A bitmap can occupy several megabytes of native memory, but the managed object is tiny because it contains only an HBITMAP (a 4- or 8-byte value) . From the CLR s perspective, a process could allocate hundreds of bitmaps (using little managed memory) before performing a collection . But if the process is manipulating many bitmaps, the process s memory consumption will grow at a phenomenal rate . To fix this situation, the GC class offers the following two static methods:
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public static void AddMemoryPressure(Int64 bytesAllocated); public static void RemoveMemoryPressure(Int64 bytesAllocated);
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A class that wraps a potentially large native resource should use these methods to give the garbage collector a hint as to how much memory is really being consumed . Internally, the garbage collector monitors this pressure, and when it gets high, a garbage collection is forced . There are some native resources that are fixed in number . For example, Windows formerly had a restriction that it could create only five device contexts . There had also been a restriction on the number of files that an application could open . Again, from the CLR s perspective, a process could allocate hundreds of objects (that use little memory) before performing a collection . But if the number of these native resources is limited, attempting to use more
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Automatic Memory Management (Garbage Collection)
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than are available will typically result in exceptions being thrown . To fix this situation, the System.Runtime.InteropServices namespace offers the HandleCollector class:
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public sealed class HandleCollector { public HandleCollector(String name, Int32 initialThreshold); public HandleCollector(String name, Int32 initialThreshold, Int32 maximumThreshold); public void Add(); public void Remove(); public public public public } Int32 Count { get; } Int32 InitialThreshold { get; } Int32 MaximumThreshold { get; } String Name { get; }
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A class that wraps a native resource that has a limited quantity available should use an instance of this class to give the garbage collector a hint as to how many instances of the resource are really being consumed . Internally, this class object monitors the count, and when it gets high, a garbage collection is forced . Note Internally, the GC.AddMemoryPressure and HandleCollector.Add methods call
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GC.Collect, forcing a garbage collection to start prior to generation 0 reaching its budget .
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Normally, forcing a garbage collection to start is strongly discouraged because it usually has an adverse effect on your application s performance . However, classes that call these methods are doing so in an effort to keep limited native resources available for the application . If the native resources run out, the application will fail . For most applications, it is better to work with reduced performance than to not be working at all .
Here is some code that demonstrates the use and effect of the memory pressure methods and the HandleCollector class:
using System; using System.Runtime.InteropServices; public static class Program { public static void Main() { MemoryPressureDemo(0); MemoryPressureDemo(10 * 1024 * 1024); HandleCollectorDemo(); } private static void MemoryPressureDemo(Int32 size) { Console.WriteLine(); Console.WriteLine("MemoryPressureDemo, size={0}", size); // Create a bunch of objects specifying their logical size for (Int32 count = 0; count < 15; count++) { new BigNativeResource(size); } // For demo purposes, force everything to be cleaned-up GC.Collect();
// 0 causes infrequent GCs // 10MB causes frequent GCs
Part IV
Core Facilities
GC.WaitForPendingFinalizers();
private sealed class BigNativeResource { private Int32 m_size; public BigNativeResource(Int32 size) { m_size = size; if (m_size > 0) { // Make the GC think the object is physically bigger GC.AddMemoryPressure(m_size); } Console.WriteLine("BigNativeResource create."); } ~BigNativeResource() { if (m_size > 0) { // Make the GC think the object released more memory GC.RemoveMemoryPressure(m_size); } Console.WriteLine("BigNativeResource destroy."); } }
private static void HandleCollectorDemo() { Console.WriteLine(); Console.WriteLine("HandleCollectorDemo"); for (Int32 count = 0; count < 10; count++) { new LimitedResource(); } // For demo purposes, force everything to be cleaned-up GC.Collect(); GC.WaitForPendingFinalizers(); } private sealed class LimitedResource { // Create a HandleCollector telling it that collections should // occur when two or more of these objects exist in the heap private static HandleCollector s_hc = new HandleCollector("LimitedResource", 2); public LimitedResource() { // Tell the HandleCollector that 1 more LimitedResource // object has been added to the heap s_hc.Add(); Console.WriteLine("LimitedResource create. Count={0}", s_hc.Count); } ~LimitedResource() { // Tell the HandleCollector that 1 less LimitedResource // object has been removed from the heap s_hc.Remove(); Console.WriteLine("LimitedResource destroy. Count={0}", s_hc.Count); } } }
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