Writing zero garbage code - memory

I'm a new to golang memory management, especially in go's GC. So wanna ask help for some articles or any explanations/advices to how to write zero(less) garbage code. I saw a Zero Garbage code in e.g. https://github.com/julienschmidt/httprouter project, but I don't have any idea how it's different from any other code.

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Can a garbage collected language compile to a non-garbage collected one without including a garbage collector in the runtime?

As I understand it, when a managed language (like Haxe) can and wants to compiles to a non-managed language (like C++), it includes some form of garbage collector in the runtime.
I was wondering if it would be possible to completely abstract away memory management in the intermediate representation / abstract syntax tree, so that a garbage collector would not be needed and the default behavior (stack allocations live until end of scope and heap allocations live until freed) could be used?
Thank you!
If I understood you correctly, you're asking whether it's possible to take a garbage collected language and compile it to an equivalent program in a non-garbage collected language without introducing memory errors or leaks, just by adding frees in the right places (i.e. no reference counting or otherwise keeping track of references or implementing a garbage collection algorithm in anyway or doing anything else at run time that could be considered garbage collection).
No, that is not possible. To do something like this, you'd have to be able to statically answer the question "What's the point in the program, after which a given object is no longer referenced", which is a non-trivial semantic property and thus undecidable per Rice's theorem.
You could define a sufficiently restricted subset of the language (something like "only one live variable may hold a strong reference to an object at a time and anything else must use weak references"), but programming in that subset would be so different from programming in the original language¹ that there wouldn't be much of a point in doing that.
¹ And perhaps more importantly: it would be highly unlikely that existing code would conform to that subset. So if there's a compiler that can compile my code to efficient GC-free native code, but only if I completely re-write my code to fit an awkward subset of the language, why wouldn't I just re-write the project in Rust instead? Especially since interop with libraries that aren't written in the subset would probably be infeasible as well.

Find out what is taking my memory in torch7

I have written a rather complex torch application and it works quite well, that is if it doesn't run out of memory. Now I have tried to see what sort of inputs or situations cause it too seemingly randomly run out of memory but so far I have had little to no success. So now I'm looking for a way to check which variables take how much (v)ram.
I can with a simple statement switch between running my code on caffe:cuda or caffe:cl which changes whatever or not my program runs in RAM or on the GPU, I imagine that such a switch will make validating my memory usage a lot easier.
I have already tried to use print(collectgarbage("count")*1024) to check how much memory is in usage at a given point in time however this does not clearly show me where the memory is being used, perhaps because the program is relatively complex (although there are a few variables which I suspect are hugging a lot of memory, neural networks, large matrices and such).
I already know that once I have identified who is hogging my memory I can assign a nill value to it and call the garbage collector too free it.
So in short is there a program or a tool that allows me to run a torch program and then list each variable and it's memory usage?
I don't know if you tried google :)
But here you are:
Torch7-profiling
Neural Model profiler script
"How to Profile a Lua Script using Pepperfish"
Easy Lua Profiling
tbo, I've never had memory issues with Torch7 so it might be your implementation which is just not optimal. It might be a loop without collectgarbage call somewhere where it should be, e.g. in a training loop or between the epochs.

Dynamic allocation vs using the stack

I have a relatively simple question. In one of my CS classes, for an assignment, we have to make a simple side-scrolling game using C++ and the XLib libraries. In a forum we have for the class, a lot of students complained about memory leaks and issues with dynamic allocation. I am almost done the assignment, but I haven't had to use any dynamic allocation. I've just been using stack space, and have had no issues with this so far.
I am just wondering if there is any drawbacks to this? Seems like a lot of the other students are using dynamic allocation. If my little game works fine just using the stack, do I have any reason to worry?
Thanks guys.
There is nothing wrong per-se about using memory on the stack, though you need to be careful about allocating anything of decent size.
For instance:
// inside some function ...
int blah[1000];
// ...code using blah
might work fine, or you could run out of space and fail silently.
I would suggest using new / malloc() if you need a big chunk of memory, but it's fine to use small arrays on the stack.
If you're so worried about dynamic memory allocation and memory leaks, why not try use a Smart Pointer:
Here http://en.wikipedia.org/wiki/Smart_pointer#C.2B.2B_smart_pointers

Low level programming: How to find data in a memory of another running process?

I am trying to write a statistics tool for a game by extracting values from game's process memory (as there is no other way). The biggest challenge is to find out required addresses that store data I am interested. What makes it even more harder is dynamic memory allocation - I need to find not only addresses that store data but also pointers to those memory blocks, because addresses are changing every time game restarts.
For now I am just manually searching game memory using memory editor (ArtMoney), and looking for addresses that change their values as data changes (or don't change). After address is found I am looking for a pointer that points to this memory block in a similar way.
I wonder what techniques/tools exist for such tasks? Maybe there are some articles I can read? Is mastering disassembler the only way to go? For example game trainers are solving similar tasks, but they make them in days and I am struggling already for weeks.
Thanks.
PS. It's all under windows.
Is mastering disassembler the only way to go?
Yes; go download WinDbg from http://www.microsoft.com/whdc/devtools/debugging/default.mspx, or if you've got some money to blow, IDA Pro is probably the best tool for doing this
If you know how to code in C, it is easy to search for memory values. If you don't know C, this page might point you to your solution if you can code in C#. It will not be hard to port the C# they have to Java.
You might take a look at DynInst (Dynamic Instrumentation). In particular, look at the Dynamic Probe Class Library (DPCL). These tools will let you attach to running processes via the debugger interface and insert your own instrumentation (via special probe classes) into them while they're running. You could probably use this to instrument the routines that access your data structures and trace when the values you're interested in are created or modified.
You might have an easier time doing it this way than doing everything manually. There are a bunch of papers on those pages you can look at to see how other people built similar tools, too.
I believe the Windows support is maintained, but I have not used it myself.

Virtual Memory

Most of the literature on Virtual Memory point out that the as a Application developer,understanding Virtual Memory can help me in harnessing its powerful capabilities. I have been involved in developing applications on Linux for sometime but but didn't care about Virtual Memory intricacies while I code. Am I missing something? If so, please shed some light on how I can leverage the workings of Virtual Memory. Else let me know if am I not making sense with the question!
Well, the concept is pretty simple actually. I won't repeat it here, but you should pick up any book on OS design and it will be explained there. I recommend the "Operating System Concepts" from Silberscahtz and Galvin - it's what I had to use in the University and it's good.
A couple of things that I can think of what Virtual Memory knowledge might give you are:
Learning to allocate memory on page boundaries to avoid waste (applies only to virtual memory, not the usual heap/stack memory);
Lock some pages in RAM so they don't get swapped to HDD;
Guardian pages;
Reserving some address range and committing actual memory later;
Perhaps using the NX (non-executable) bit to increase security, but im not sure on this one.
PAE for accessing >4GB on a 32-bit system.
Still, all of these things would have uses only in quite specific scenarios. Indeed, 99% of applications need not concern themselves about this.
Added: That said, it's definately good to know all these things, so that you can identify such scenarios when they arise. Just beware - with power comes responsibility.
It's a bit of a vague question.
The way you can use virtual memory, is chiefly through the use of memory-mapped files. See the mmap() man page for more details.
Although, you are probably using it implicitly anyway, as any dynamic library is implemented as a mapped file, and many database libraries use them too.
The interface to use mapped files from higher level languages is often quite inconvenient, which makes them less useful.
The chief benefits of using mapped files are:
No system call overhead when accessing parts of the file (this actually might be a disadvantage, as a page fault probably has as much overhead anyway, if it happens)
No need to copy data from OS buffers to application buffers - this can improve performance
Ability to share memory between processes.
Some drawbacks are:
32-bit machines can run out of address space easily
Tricky to handle file extending correctly
No easy way to see how many / which pages are currently resident (there may be some ways however)
Not good for real-time applications, as a page fault may cause an IO request, which blocks the thread (the file can be locked in memory however, but only if there is enough).
May be 9 out of 10 cases you need not worry about virtual memory management. That's the job of the kernel. May be in some highly specialized applications do you need to tweak around them.
I know of one article that talks about computer memory management with an emphasis on Linux [ http://lwn.net/Articles/250967 ]. Hope this helps.
For most applications today, the programmer can remain unaware of the workings of computer memory without any harm. But sometimes -- for example the case when you want to improve the footprint of your program -- you do end up having to manipulate memory yourself. In such situations, knowing how memory is designed to work is essential.
In other words, although you can indeed survive without it, learning about virtual memory will only make you a better programmer.
And I would think the Wikipedia article can be a good start.
If you are concerned with performance -- understanding memory hierarchy is important.
For small data sets which are fully contained in physical memory you need to be concerned with caching (accessing memory from the cache is much faster).
When dealing with large data sets -- which may be paged out due to lack of physical memory you need to be careful to keep your access patterns localized.
For example if you declare a matrix in C (int a[rows][cols]), it is allocated by rows. Thus when scanning the matrix, you need to scan by rows rather than by columns. Otherwise you will be paging the same data in and out many times.
Another issue is the difference between dirty and clean data held in memory. Clean data is information loaded from file that was not modified by the program. The OS may page out clean data (perhaps depending on how it was loaded) without writing it to disk. Dirty pages must first be written to the swap file.

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