How garbage collection takes place in Python? - python-3.x

How garbage collection takes place in Python. Some people say that it happens automatically. But what is the proper process of it ?

Introduction to Python memory management
Python's memory allocation and deallocation method is automatic. The user does not have to preallocate or deallocate memory by hand as one has to when using dynamic memory allocation in languages such as C or C++. Python uses two strategies for memory allocation reference counting and garbage collection.
Prior to Python version 2.0, the Python interpreter only used reference counting for memory management. Reference counting works by counting the number of times an object is referenced by other objects in the system. When references to an object are removed, the reference count for an object is decremented. When the reference count becomes zero the object is deallocated.
Reference counting is extremely efficient but it does have some caveats. One such caveat is that it cannot handle reference cycles. A reference cycle is when there is no way to reach an object but its reference count is still greater than zero. The easiest way to create a reference cycle is to create an object which refers to itself as in the example below:
def make_cycle():
1 = [ ]
1.append(l)
make_cycle()
Because make_cycle() creates an object 1 which refers to itself, the object 1 will not automatically be freed when the function returns. This will cause the memory that 1 is using to be held onto until the Python garbage collector is invoked.
Automatic garbage collection of cycles
Because reference cycles are take computational work to discover, garbage collection must be a scheduled activity. Python schedules garbage collection based upon a threshold of object allocations and object deallocations. When the number of allocations minus the number of deallocations are greater than the threshold number, the garbage collector is run. One can inspect the threshold for new objects (objects in Python known as generation 0 objects) by loading the gc module and asking for garbage collection thresholds:
import gc
print "Garbage collection thresholds: %r" % gc.get_threshold()
Garbage collection thresholds: (700, 10, 10)
Here we can see that the default threshold on the above system is 700. This means when the number of allocations vs. the number of deallocations is greater than 700 the automatic garbage collector will run.
Automatic garbage collection will not run if your Python device is running out of memory; instead your application will throw exceptions, which must be handled or your application crashes. This is aggravated by the fact that the automatic garbage collection places high weight upon the NUMBER of free objects, not on how large they are. Thus any portion of your code which frees up large blocks of memory is a good candidate for running manual garbage collection.
Manual garbage collection
For some programs, especially long running server applications or embedded applications running on a Digi Device automatic garbage collection may not be sufficient. Although an application should be written to be as free of reference cycles as possible, it is a good idea to have a strategy for how to deal with them. Invoking the garbage collector manually during opportune times of program execution can be a good idea on how to handle memory being consumed by reference cycles.
The garbage collection can be invoked manually in the following way:
import gc
gc.collect()
gc.collect() returns the number of objects it has collected and deallocated. You can print this information in the following way:
import gc
collected = gc.collect()
print "Garbage collector: collected %d objects." % (collected)
If we create a few cycles, we can see manual collection work:
import sys, gc
def make_cycle():
1 = { }
1[0] = 1
def main():
collected = gc.collect()
print "Garbage collector: collected %d objects." % (collected)
print "Creating cycles..."
for i in range(10):
make_cycle()
collected = gc.collect()
print "Garbage collector: collected %d objects." % (collected)
if __name__ == "__main__":
ret = main()
sys.exit(ret)
In general there are two recommended strategies for performing manual garbage collection: time-based and event-based garbage collection. Time-based garbage collection is simple: the garbage collector is called on a fixed time interval. Event-based garbage collection calls the garbage collector on an event. For example, when a user disconnects from the application or when the application is known to enter an idle state.
Reference:
Python garbage collection

Understand the internals of python garbage collection and how Instagram engineers achieved a performance improvement of 10% by tweaking it.
do-you-know-how-python-cleanses-itself

Related

Understanding Cpython garbage collection generations

I am trying to improve my understanding of how memory management works in python and I am confused about the concept of generations in pythons garbage collector module.
My understanding is as follows:
All objects created start in generation 0, once a threshold (700 by default for gen 0) is reached python will run a collection on that generation and any surviving objects age into the next gen.
Given the above, I cant understand the below output.
import gc
import sys
x = 1
print(gc.get_count())
gc.collect()
print(gc.get_count())
Output
(64, 1, 1)
(0, 0, 0)
Firstly, I've only run 1 line of code and Ive already got objects in gen 1 and 2 implying that garbage collection has already occurred at-least twice, how is this possible? Is there anyway to find out what objects are in each generation?
Secondly,
Why do I have 0 references in all generations after collection? I can still run the command print(x) and not get an error. Doesn't this mean there is still a reference to x and so it should exist in one of the generations?
gc.get_count() shows you the counter for each generation, towards the threshold.
It is not the amount of objects in each generation, but the counter, that when it reaches the threadshold, the collection will occur for that generation.
For example, if I start with (0,0,0) on the counter, running x = [[] for i in range(100)] will set the counter to (101,0,0).
Running y = [[] for i in range(600)] will cause the counter to flip to (0,1,0) and gen0 collection will run. At this point all of my lists will move to gen1 as they survived a gen0 collection.
When counter reaches (699,699,0) and another object is allocated, gen0 and gen1 collection will happen and the counter will go to (0,0,1). When counter reaches (699,699,699), and an object is allocated, or you use gc.collect() (which runs gen2 collection), counter will reset back to (0,0,0).
To get the objects in each generation use gc.get_objects(gen).
Regarding the garbage collection before your code runs - when Python starts, it creates lots of objects, before even loading your script. For example, you can see the modules that were loaded by running sys.modules. When those objects are created, the garbage collector runs automatically.

Compare and swap with and without garbage collector

How does CAS works? How does it work with garbage collector? Where is the problem and how does it work without garbage collector?
I was reading a presentation about CAS and using it on "write rarely, read many" problem and there was said, that use of CAS is convenient while you can use garbage collector, but there is problem (not specified) while you can not use garbage collector.
Can you tell me something about this? If you can sum up principle of CAS at first, it would be appreciated.
Ok, so CAS is an atomic instruction, that is there is special hardware support for it.
Its main use is to not use locks at all when implementing your data structures and other operations, since using locks, if a thread takes a page fault, a cache miss or is being descheduled by the OS for instance the thread takes the lock with it and all the rest of the threads are blocked. This obviously yields serious performance issues.
CAS is the core of lock-free programming and here and here.
CAS basically is the following:
CAS(CURRENT_VALUE, OLD_VALUE, NEW_VALUE) <=>
if CURRENT_VALUE==OLD_VALUE then CURRENT_VALUE = NEW_VALUE
You have a variable (e.g. class variable) and you have no clue if it was modified or not by other threads in the time you read from it and you want to write to it.
CAS helps you here on the write part since this CAS is done atomically (in hardware) and no lock is being implemented there, thus even if your thread goes to sleep the rest of the threads can operate on your data structure.
The issue with CAS on non-GC systems is the ABA problem and an example is the following:
You have a single linked list: HEAD->A->X->Y->Z
Thread 1: let's read A: localA = A; localA_Value = A.Value (let's say 5)
Thread 2: let's delete A: HEAD->A->X->Y->Z
Thread 3: let's add a new node at start (the malloc will find the right spot right were old A was): HEAD->A'->X->Y->Z (A'.Value = 10)
Thread 1 resumes and wants to swap A with B: CAS(localA, A', B) => but this thread expects that if CAS passes the value of A to be 5; wrong: since CAS passes given that localA and A' have the same memory location but localA.Value!=A'.Value => thus the operation shouldn't be performed.
The thing is that in GC enabled systems this will never happen since localA holds a reference to that memory location and thus A' will never get allocated to that memory location.

How/when to release memory in wait-free algorithms

I'm having trouble figuring out a key point in wait-free algorithm design. Suppose a data structure has a pointer to another data structure (e.g. linked list, tree, etc), how can the right time for releasing a data structure?
The problem is this, there are separate operations that can't be executed atomically without a lock. For example one thread reads the pointer to some memory, and increments the use count for that memory to prevent free while this thread is using the data, which might take long, and even if it doesn't, it's a race condition. What prevents another thread from reading the pointer, decrementing the use count and determining that it's no longer used and freeing it before the first thread incremented the use count?
The main issue is that current CPUs only have a single word CAS (compare & swap). Alternatively the problem is that I'm clueless about waitfree algorithms and data structures and after reading some papers I'm still not seeing the light.
IMHO Garbage collection can't be the answer, because it would either GC would have to be prevented from running if any single thread is inside an atomic block (which would mean it can't be guaranteed that the GC will ever run again) or the problem is simply pushed to the GC, in which case, please explain how the GC would figure out if the data is in the silly state (a pointer is read [e.g. stored in a local variable] but the the use count didn't increment yet).
PS, references to advanced tutorials on wait-free algorithms for morons are welcome.
Edit: You should assume that the problem is being solved in a non-managed language, like C or C++. After all if it were Java, we'd have no need to worry about releasing memory. Further assume that the compiler may generate code that will store temporary references to objects in registers (invisible to other threads) right before the usage counter increment, and that a thread can be interrupted between loading the object address and incrementing the counter. This of course doesn't mean that the solution must be limited to C or C++, rather that the solution should give a set of primitives that allowing the implementation of wait-free algorithms on linked data structures. I'm interested in the primitives and how they solve the problem of designing wait-free algorithms. With such primitives a wait-free algorithm can be implemented equally well in C++ and Java.
After some research I learned this.
The problem is not trivial to solve and there are several solutions each with advantages and disadvantages. The reason for the complexity comes from inter CPU synchronization issues. If not done right it might appear to work correctly 99.9% of the time, which isn't enough, or it might fail under load.
Three solutions that I found are 1) hazard pointers, 2) quiescence period based reclamation (used by the Linux kernel in the RCU implementation) 3) reference counting techniques. 4) Other 5) Combinations
Hazard pointers work by saving the currently active references in a well-known per thread location, so any thread deciding to free memory (when the counter appears to be zero) can check if the memory is still in use by anyone. An interesting improvement is to buffer request to release memory in a small array and free them up in a batch when the array is full. The advantage of using hazard pointers is that it can actually guarantee an upper bound on unreclaimed memory. The disadvantage is that it places extra burden on the reader.
Quiescence period based reclamation works by delaying the actual release of the memory until it's known that each thread has had a chance to finish working on any data that may need to be released. The way to know that this condition is satisfied is to check if each thread passed through a quiescent period (not in a critical section) after the object was removed. In the Linux kernel this means something like each task making a voluntary task switch. In a user space application it would be the end of a critical section. This can be achieved by a simple counter, each time the counter is even the thread is not in a critical section (reading shared data), each time the counter is odd the thread is inside a critical section, to move from a critical section or back all the thread needs to do is to atomically increment the number. Based on this the "garbage collector" can determine if each thread has had a chance to finish. There are several approaches, one simple one would be to queue up the requests to free memory (e.g. in a linked list or an array), each with the current generation (managed by the GC), when the GC runs it checks the state of the threads (their state counters) to see if each passed to the next generation (their counter is higher than the last time or is the same and even), any memory can be reclaimed one generation after it was freed. The advantage of this approach is that is places the least burden on the reading threads. The disadvantage is that it can't guarantee an upper bound for the memory waiting to be released (e.g. one thread spending 5 minutes in a critical section, while the data keeps changing and memory isn't released), but in practice it works out all right.
There is a number of reference counting solutions, many of them require double compare and swap, which some CPUs don't support, so can't be relied upon. The key problem remains though, taking a reference before updating the counter. I didn't find enough information to explain how this can be done simply and reliably though. So .....
There are of course a number of "Other" solutions, it's a very important topic of research with tons of papers out there. I didn't examine all of them. I only need one.
And of course the various approaches can be combined, for example hazard pointers can solve the problems of reference counting. But there's a nearly infinite number of combinations, and in some cases a spin lock might theoretically break wait-freedom, but doesn't hurt performance in practice. Somewhat like another tidbit I found in my research, it's theoretically not possible to implement wait-free algorithms using compare-and-swap, that's because in theory (purely in theory) a CAS based update might keep failing for non-deterministic excessive times (imagine a million threads on a million cores each trying to increment and decrement the same counter using CAS). In reality however it rarely fails more than a few times (I suspect it's because the CPUs spend more clocks away from CAS than there are CPUs, but I think if the algorithm returned to the same CAS on the same location every 50 clocks and there were 64 cores there could be a chance of a major problem, then again, who knows, I don't have a hundred core machine to try this). Another results of my research is that designing and implementing wait-free algorithms and data-structures is VERY challenging (even if some of the heavy lifting is outsourced, e.g. to a garbage collector [e.g. Java]), and might perform less well than a similar algorithm with carefully placed locks.
So, yeah, it's possible to free memory even without delays. It's just tricky. And if you forget to make the right operations atomic, or to place the right memory barrier, oh, well, you're toast. :-) Thanks everyone for participating.
I think atomic operations for increment/decrement and compare-and-swap would solve this problem.
Idea:
All resources have a counter which is modified with atomic operations. The counter is initially zero.
Before using a resource: "Acquire" it by atomically incrementing its counter. The resource can be used if and only if the incremented value is greater than zero.
After using a resource: "Release" it by atomically decrementing its counter. The resource should be disposed/freed if and only if the decremented value is equal to zero.
Before disposing: Atomically compare-and-swap the counter value with the minimum (negative) value. Dispose will not happen if a concurrent thread "Acquired" the resource in between.
You haven't specified a language for your question. Here goes an example in c#:
class MyResource
{
// Counter is initially zero. Resource will not be disposed until it has
// been acquired and released.
private int _counter;
public bool Acquire()
{
// Atomically increment counter.
int c = Interlocked.Increment(ref _counter);
// Resource is available if the resulting value is greater than zero.
return c > 0;
}
public bool Release()
{
// Atomically decrement counter.
int c = Interlocked.Decrement(ref _counter);
// We should never reach a negative value
Debug.Assert(c >= 0, "Resource was released without being acquired");
// Dispose when we reach zero
if (c == 0)
{
// Mark as disposed by setting counter its minimum value.
// Only do this if the counter remain at zero. Atomic compare-and-swap operation.
if (Interlocked.CompareExchange(ref _counter, int.MinValue, c) == c)
{
// TODO: Run dispose code (free stuff)
return true; // tell caller that resource is disposed
}
}
return false; // released but still in use
}
}
Usage:
// "r" is an instance of MyResource
bool acquired = false;
try
{
if (acquired = r.Acquire())
{
// TODO: Use resource
}
}
finally
{
if (acquired)
{
if (r.Release())
{
// Resource was disposed.
// TODO: Nullify variable or similar to let GC collect it.
}
}
}
I know this is not the best way but it works for me:
for shared dynamic data-structure lists I use usage counter per item
for example:
struct _data
{
DWORD usage;
bool delete;
// here add your data
_data() { usage=0; deleted=true; }
};
const int MAX = 1024;
_data data[MAX];
now when item is started to be used somwhere then
// start use of data[i]
data[i].cnt++;
after is no longer used then
// stop use of data[i]
data[i].cnt--;
if you want to add new item to list then
// add item
for (i=0;i<MAX;i++) // find first deleted item
if (data[i].deleted)
{
data[i].deleted=false;
data[i].cnt=0;
// copy/set your data
break;
}
and now in the background once in a while (on timer or whatever)
scann data[] an all undeleted items with cnt == 0 set as deleted (+ free its dynamic memory if it has any)
[Note]
to avoid multi-thread access problems implement single global lock per data list
and program it so you cannot scann data while any data[i].cnt is changing
one bool and one DWORD suffice for this if you do not want to use OS locks
// globals
bool data_cnt_locked=false;
DWORD data_cnt=0;
now any change of data[i].cnt modify like this:
// start use of data[i]
while (data_cnt_locked) Sleep(1);
data_cnt++;
data[i].cnt++;
data_cnt--;
and modify delete scan like this
while (data_cnt) Sleep(1);
data_cnt_locked=true;
Sleep(1);
if (data_cnt==0) // just to be sure
for (i=0;i<MAX;i++) // here scan for items to delete ...
if (!data[i].cnt)
if (!data[i].deleted)
{
data[i].deleted=true;
data[i].cnt=0;
// release your dynamic data ...
}
data_cnt_locked=false;
PS.
do not forget to play with the sleep times a little to suite your needs
lock free algorithm sleep times are sometimes dependent on OS task/scheduler
this is not really an lock free implementation
because while GC is at work then all is locked
but if ather than that multi access is not blocking to each other
so if you do not run GC too often you are fine

JRuby - How to start the garbage collector?

I fired up my JRuby irb console and typed:
irb(main):037:0* GC.enable
(irb):37 warning: GC.enable does nothing on JRuby
=> true
irb(main):038:0> GC.start
=> nil
irb(main):039:0>
How can I manually enable or start the JVM garbage during a program?
I ask because I have a program which is needs to generate about 500 MBytes of test data and save it in MySQL. The program uses about 5 levels of nested loops, and it crashes with a JVM memory heap exception after generating about 100 MBytes of test data because there is no more heap memory. I would like to give let the garbage collector run after every run of the outer loop so that all the orphaned objects created in the inner loops can be cleaned up .
The exact answer to your question would be:
require 'java'
java_import 'java.lang.System'
# ...
System.gc()
though, bearing in mind even though the JVM usually does run the GC, it may or may not do it – very dependent on the JVM implementation. It can also be quite a hit on performance.
A better answer is obviously to ensure that at the end of the nested loop, no reference is held on the test data you are generating, so that they can indeed be reclaimed by the GC later on. Example:
class Foo; end
sleep(5)
ary = []
100_000.times { 100_000.times{ ary << Foo.new }; puts 'Done'; ary = [] }
If you run this with jruby -J-verbose:gc foo.rb, you should see the GC regularly claiming the objects; this is also quite clear using JVisualVM (the sleep in the example is to give some time to connect to the Jruby process in JVisualVM).
Lastly you can increase heap memory by adding the following flag: -J-Xmx256m; see the JRuby wiki for more details.
Edit: Coincidentally, here is a mindmap on GC tuning recently presented by Mario Camou at Madrid DevOps re-posted by Nick Sieger.
It's not possible because Gc will be run automatically by JVM. Make sure that you're creating objects only when it's required. Avoid creating class level objects and try to find out which of the objects is taking more memory and create it only when it's required.

examples of garbage collection bottlenecks

I remembered someone telling me one good one. But i cannot remember it. I spent the last 20mins with google trying to learn more.
What are examples of bad/not great code that causes a performance hit due to garbage collection ?
from an old sun tech tip -- sometimes it helps to explicitly nullify references in order to make them eligible for garbage collection earlier:
public class Stack {
private static final int MAXLEN = 10;
private Object stk[] = new Object[MAXLEN];
private int stkp = -1;
public void push(Object p) {stk[++stkp] = p;}
public Object pop() {return stk[stkp--];}
}
rewriting the pop method in this way helps ensure that garbage collection gets done in a timely fashion:
public Object pop() {
Object p = stk[stkp];
stk[stkp--] = null;
return p;
}
What are examples of bad/not great code that causes a performance hit due to garbage collection ?
The following will be inefficient when using a generational garbage collector:
Mutating references in the heap because write barriers are significantly more expensive than pointer writes. Consider replacing heap allocation and references with an array of value types and an integer index into the array, respectively.
Creating long-lived temporaries. When they survive the nursery generation they must be marked, copied and all pointers to them updated. If it is possible to coalesce updates in order to reuse of an old version of a collection, do so.
Complicated heap topologies. Again, consider replacing many references with indices.
Deep thread stacks. Try to keep stacks shallow to make it easier for the GC to collate the global roots.
However, I would not call these "bad" because there is nothing objectively wrong with them. They are only inefficient when used with this kind of garbage collector. With manual memory management, none of the issues arise (although many are replaced with equivalent issues, e.g. performance of malloc vs pool allocators). With other kinds of GC some of these issues disappear, e.g. some GCs don't have a write barrier, mark-region GCs should handle long-lived temporaries better, not all VMs need thread stacks.
When you have some loop involving the creation of new object's instances: if the number of cycles is very high you procuce a lot of trash causing the Garbage Collector to run more frequently and so decreasing performance.
One example would be object references that are kept in member variables oder static variables. Here is an example:
class Something {
static HugeInstance instance = new HugeInstance();
}
The problem is the garbage collector has no way of knowing, when this instance is not needed anymore. So its usually better to keep things in local variables and have small functions.
String foo = new String("a" + "b" + "c");
I understand Java is better about this now, but in the early days that would involve the creation and destruction of 3 or 4 string objects.
I can give you an example that will work with the .Net CLR GC:
If you override a finalize method from a class and do not call the super class Finalize method such as
protected override void Finalize(){
Console.WriteLine("Im done");
//base.Finalize(); => you should call him!!!!!
}
When you resurrect an object by accident
protected override void Finalize(){
Application.ObjJolder = this;
}
class Application{
static public object ObjHolder;
}
When you use an object that uses Finalize it takes two GC collections to get rid of the data, and in any of the above codes you won't delete it.
frequent memory allocations
lack of memory reusing (when dealing with large memory chunks)
keeping objects longer than needed (keeping references on obsolete objects)
In most modern collectors, any use of finalization will slow the collector down. And not just for the objects that have finalizers.
Your custom service does not have a load limiter on it, so:
A lot requests come in for some reason at the same time (everyone logs on in the morning say)
The service takes longer to process each requests as it now has 100s of threads (1 per request)
Yet more part processed requests builds up due to the longer processing time.
Each part processed request has created lots of objects that live until the end of processing that request.
The garbage collector spends lots of time trying to free memory it, however it can’t due to the above.
Yet more part processed requests builds up due to the longer processing time…. (including time in GC)
I have encountered a nice example while doing some parallel cell based simulation in Python. Cells are initialized and sent to worker processes after pickling for running. If you have too many cells at any one time the master node runs out of ram. The trick is to make a limited number of cells pack them and send them off to cluster nodes before making some more, remember to set the objects already sent off to "None". This allows you to perform large simulations using the total RAM of the cluster in addition to the computing power.
The application here was cell based fire simulation, only the cells actively burning were kept as objects at any one time.

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