Dynamic Storage Management
Lecture Notes for CS 140
Winter 2012
John Ousterhout
- Readings for this topic from Operating System Concepts:
none.
- Static memory allocation is simple and convenient, but
it's not sufficient for everything.
- Two basic operations in dynamic storage management:
- Allocate a given number of bytes
- Free a previously allocated block
- Two general approaches to dynamic storage allocation:
- Stack allocation (hierarchical): restricted, but simple
and efficient.
- Heap allocation: more general, but less efficient, more
difficult to implement.
Stack Allocation
- A stack can be used when memory allocation and freeing are
partially predictable: memory is freed in opposite order from
allocation. If alloc(A)
then alloc(B) then alloc(C), then it will be
free(C) then free(B) then free(A).
- Example: procedure call. X calls Y calls Y again.
- Stacks are also useful for lots of other things: tree traversal,
expression evaluation, top-down recursive descent parsers, etc.
- A stack-based organization keeps all the free space together
in one place.
Heap Allocation
- Heap allocation must be used when allocation and release are unpredictable
- Memory consists of allocated areas and free areas (or holes).
Inevitably end up with lots of holes.
- Goal: reuse the space in holes to keep the number of holes
small, keep their size large.
- Fragmentation: inefficient use of memory due to holes
that are too small to be useful. Stack allocation is perfect:
only one hole.
- Typically, heap allocation schemes use a free list to
keep track of the storage that is not in use.
- Best fit: keep linked list of free blocks, search the
whole list on each allocation, choose block that comes closest
to matching the needs of the allocation, save the excess for
later. During release operations, merge adjacent free blocks.
- First fit: just scan list for the first hole that is
large enough. Free excess. Also merge on releases. Most
first fit implementations are rotating first fit.
- Best fit is not necessarily better than first fit!
- First fit tends to leave "average" size holes, while best
fit tends to leave some very large ones, some very small ones.
The very small ones can't be used very easily.
- Problem: over time, holes tend to fragment, approaching the
size of the smallest objects allocated
- Bit map: used for managing storage that comes in
fixed-size chunks (e.g. disk blocks, or 32-byte chunks).
- Keep a large array of bits, one for each chunk.
- If bit is 0 it means chunk is in use, if bit is 1 it
means chunk is free.
- Pools: keep a separate linked list for each popular size.
- Allocation is fast, no fragmentation.
Storage Reclamation
- How do we know when dynamically-allocated memory can be freed?
- Easy when a chunk is only used in one place.
- Reclamation is hard when information is shared: it can't
be recycled until all of the users are finished.
- Usage is indicated by the presence of pointers to the data.
Without a pointer, can't access (can't find it).
- Two problems in reclamation:
- Dangling pointers: better not recycle storage while it's still
being used.
- Memory leaks: storage gets "lost" because no one freed it even
though it can't ever be used again.
- Reference counts: keep count of the number of outstanding
pointers to each chunk of memory. When this becomes zero,
free the memory. Example: Smalltalk, file descriptors in Unix.
Works fine for hierarchical structures.
- Garbage collection: storage isn't freed explicitly (using
free operation), but rather implicitly: just delete pointers.
- When the system needs storage, it searches through all of the
pointers (must be able to find them all!) and collects things
that aren't used.
- If structures are circular then this is
the only way to reclaim space.
- Garbage collectors typically compact memory, moving
objects to coalesce all free space.
- One way to implement garbage collection: mark and sweep:
- Must be able to find all objects.
- Must be able to find all pointers to objects.
- Pass 1: mark. Go through all statically-allocated and
procedure-local variables, looking for pointers. Mark each
object pointed to, and recursively mark all objects it
points to. The compiler has to cooperate by saving information
about where the pointers are within structures.
- Pass 2: sweep. Go through all objects, free up those
that aren't marked.
- Garbage collection is often expensive: 10-20% or all
CPU time in systems that use it.