Eliminate class allocators and deallocators?
Denis Koroskin
2korden at gmail.com
Wed Oct 7 15:55:01 PDT 2009
On Wed, 07 Oct 2009 21:55:42 +0400, Andrei Alexandrescu
<SeeWebsiteForEmail at erdani.org> wrote:
> Michel Fortin wrote:
>> On 2009-10-06 20:26:48 -0400, Andrei Alexandrescu
>> <SeeWebsiteForEmail at erdani.org> said:
>>
>>> The matter has been discussed quite a bit around here and in other
>>> places. I'm not having as much time as I'd want to explain things. In
>>> short, destroying without freeing memory avoids dangling references
>>> and preserves memory safety without impacting on other resources.
>>>
>>> It's a safety hack, not a performance hack.
>> In my opinion, it's mostly an illusion of safety. If you call the
>> destructor on an object, the object state after the call doesn't
>> necessarily respects the object invariants and doing anything with it
>> could result in, well, anything, from returning wrong results to
>> falling into an infinite loop (basically undefined behaviour). What you
>> gain is that no object will be allocated on top of the old one, and
>> thus new objects can't get corrupted. But it's still undefined
>> behaviour, only with less side effects and more memory consumption.
>> I don't think it's a so bad idea on the whole, but it'd be more
>> valuable if accessing an invalidated object could be made an error
>> instead of undefined behaviour. If this can't be done, then we should
>> encourage "destructors" to put the object in a clean state and not
>> leave any dirt behind. But should that still be called a "destructor"?
>> Perhaps we could change the paradigm a little and replace "deletion"
>> with "recycling". Recycling an object would call the destructor and
>> immeditately call the default constructor, so the object is never left
>> in an invalid state. Objects with no default constructor cannot be
>> recycled. This way you know memory is always left in a clean state, and
>> you encourage programmers to safely reuse the memory blocks from
>> objects they have already allocated when possible.
>
> Yes, recycling is best and I'm considering it. I'm only worried about
> the extra cost.
>
> Andrei
I rarely use delete these days (certainly not as often as in my early D
days, which is a good sign IMO), and I'm afraid I'll drop its use entirely
if delete will be replaced with a recycle.
I mostly manage memory manually as part of performance optimization. The
change you are talking about contradicts with my goals of manual object
destruction.
You don't even need to change a language to support your semantics:
template Recyclable()
{
final void recycle()
{
this.__dtor();
memcpy(this, classinfo.init.ptr, classinfo.init.length);
// ctors are not virtual
auto defaultCtor = (void delegate(Object))classinfo.defaultConstructor;
ctor(this);
}
}
class Foo
{
mixin Recyclable!();
int i = 42;
this() { i = -1; }
}
Foo foo = new Foo();
foo.i = 0;
foo.recycle();
writeln(foo.i); // -1
And even if the proposed change will occur, old behavior will still be
accessible:
template Deletable()
{
final void delete()
{
this.__dtor();
GC.free(this);
}
}
I'm not sure you will convince people to use foo.recycle() instead of
foo.delete(). Not only it's slower, I believe recycling an object works
for hiding bugs: accessing a recycled object - obviously a bug - will no
longer be detected.
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