On Wed, 07 Oct 2009 21:55:42 +0400, Andrei Alexandrescu
<seewebsiteforem...@erdani.org> wrote:
Michel Fortin wrote:
On 2009-10-06 20:26:48 -0400, Andrei Alexandrescu
<seewebsiteforem...@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.