On Saturday, 30 August 2014 at 15:18:52 UTC, Orvid King wrote:
On 8/30/2014 4:22 AM, "Marc =?UTF-8?B?U2Now7x0eiI=?=
<[email protected]>" wrote:
On Saturday, 30 August 2014 at 03:54:41 UTC, Orvid King wrote:
On 8/29/2014 2:52 PM, "Marc =?UTF-8?B?U2Now7x0eiI=?=
<[email protected]>" wrote:
On Friday, 29 August 2014 at 19:01:51 UTC, Andrei
Alexandrescu wrote:
On 8/29/14, 3:53 AM, "Marc Schütz" <[email protected]>"
wrote:
Jacob Carlborg just recently brought this up in another
thread.
Isn't it
kind of consensus that calling a destructor from the GC is
not a good
idea because of the restrictions that apply in this
context? Andrei
even
wanted to deprecate destructors for classes because of
this. Maybe a
better direction would be to separate the concepts of
destruction and
finalization, and introduce two kinds of "destructors" for
them.
I think we need to stay with what we have. Adding a
distinct kind of
destructor might be interesting. -- Andrei
Our idea was that an additional destructor (let's call it a
finalizer)
would be helpful because it is backward compatible. The
compiler could
make some validity checks on it, at the least make it
nothrow, maybe
@nogc (but I believe we can relax this restriction), pure
(?).
Disallowing access to references (because they could pointer
to already
destroyed objects) is unfortunately not feasible, because we
can't
distinguish GC pointers from other ones. To avoid the need
for code
duplication, finalizers could always be called implicitly by
destructors
(assuming everything that is allowed in finalizers is also
permitted in
destructors).
Calling destructors from the GC could later be phased out.
It is
technically not a breaking change, because there never was a
guarantee
that they'd be called anyway.
I would say that all of those restrictions, except for
nothrow, are
dependent on the current GC implementation. It is possible to
write
the GC in such a way that you can do GC allocations in a
destructor,
as well as access any GC references you want. The only thing
with the
GC references is that there's no way to guarantee that the
referenced
objects won't have already had their destructor called when
the
current destructor is being called.
Hmmm... could the GC zero those references that it already
destroyed,
before calling the finalizer? Don't know how this would affect
performance, but it would only be necessary if a finalizer
exists (could
even be restricted to those references that are accessible from
non-trivial finalizers, i.e. if a struct has GCed pointers and
an
embedded struct member with a finalizer, but no finalizer of
its own,
the compiler would probably generate one that only calls the
member's
finalizer, but this would have no access to its parent's
pointers).
You're right that many of the restrictions are only necessary
because of
the current GC implementation. Even the fact that garbage
collection can
happen in any thread could theoretically be changed. Even more
complicated: I can imagine that with the upcoming allocator
work there
could be several different GC implementations, even used in
parallel in
the same program, each with different capabilities and
restrictions.
It's clear that this requires coordination.
The references issue can be gotten around by marking an
allocation that needs finalization as if it were alive. It does
mean however that finalizable allocations will live through
more than one collection. I believe this is how .Net currently
handles them, as I don't remember anything in the spec about
restrictions on what's referenced in destructors, nor have I
had issues referencing otherwise dead allocations in them.
The problem is not only dereferencing those pointers (though
depending on how the GC works even this might be racy, i.e. the
memory location could have been reused already), but that a
destructor/finalizer already ran on the referenced object. It is
thus potentially in an invalid state. Even copying it is
dangerous, because you're then creating a live object from that
invalid state which will itself be destroyed again at some point.
This might lead to double frees of depending manually allocated
objects, or potentially other problems. Then there's the
possibility to "resurrect" such an object by storing a reference
to it somewhere else during finalization.
Doing the scanning and finalization separately like this is
_probably_ safe:
1. Marking phase as usual.
2. Select the objects that have a finalizer, and clear all
references in them that point to objects that are now
unreachable. (This requires a precise GC.)
3. Call the finalizers.
Not sure what to do about things that may or may not be
references.