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In computer science, unreachable memory is a block of memory allocated dynamically where the program that allocated the memory no longer has any reachable pointer that refers to it. Similarly, an unreachable object is a dynamically allocated object that has no reachable reference to it. Informally, unreachable memory is dynamic memory that the program can not reach directly, nor get to by starting at an object it can reach directly, and then following a chain of pointer references.
In dynamic memory allocation implementations that employ a garbage collector, objects are reclaimed after they become unreachable. The garbage collector is able to determine if an object is reachable; any object that is determined to no longer be reachable can be deallocated. Many programming languages (for example, Java, C#, D, Dylan, Julia) use automatic garbage collection.
In contrast, when memory becomes unreachable in dynamic memory allocation implementations that require explicit deallocation, the memory can no longer be explicitly deallocated. Unreachable memory in systems that use manual memory management results in a memory leak.
Some garbage collectors implement weak references. If an object is reachable only through either weak references or chains of references that include a weak reference, then the object is said to be weakly reachable. The garbage collector can treat a weakly reachable object graph as unreachable and deallocate it. (Conversely, references that prevent an object from being garbage collected are called strong references; a weakly reachable object is unreachable by any chain consisting only of strong references.) Some garbage-collected object-oriented languages, such as Java and Python, feature weak references. The Java package java.lang.ref
supports soft, weak and phantom references, resulting in the additional object reachability states softly reachable and phantom reachable.
Unreachable memory (in languages, like C, that do not reclaim) is often associated with software aging.
In computer science, garbage collection (GC) is a form of automatic memory management. The garbage collector attempts to reclaim memory which was allocated by the program, but is no longer referenced—also called garbage. Garbage collection was invented by American computer scientist John McCarthy around 1959 to simplify manual memory management in Lisp.
In computer science, a memory leak is a type of resource leak that occurs when a computer program incorrectly manages memory allocations in a way that memory which is no longer needed is not released. A memory leak may also happen when an object is stored in memory but cannot be accessed by the running code. A memory leak has symptoms similar to a number of other problems and generally can only be diagnosed by a programmer with access to the program's source code.
In computer science, reference counting is a programming technique of storing the number of references, pointers, or handles to a resource, such as an object, a block of memory, disk space, and others.
Java Platform, Standard Edition is a computing platform for development and deployment of portable code for desktop and server environments. Java SE was formerly known as Java 2 Platform, Standard Edition (J2SE).
Java and C++ are two prominent object-oriented programming languages. By many language popularity metrics, the two languages have dominated object-oriented and high-performance software development for much of the 21st century, and are often directly compared and contrasted. Java appeared about 10 years later and its syntax was based on C/C++.
In computer programming, a reference is a value that enables a program to indirectly access a particular data, such as a variable's value or a record, in the computer's memory or in some other storage device. The reference is said to refer to the datum, and accessing the datum is called dereferencing the reference. A reference is distinct from the datum itself.
In computer programming, a weak reference is a reference that does not protect the referenced object from collection by a garbage collector, unlike a strong reference. An object referenced only by weak references – meaning "every chain of references that reaches the object includes at least one weak reference as a link" – is considered weakly reachable, and can be treated as unreachable and so may be collected at any time. Some garbage-collected languages feature or support various levels of weak references, such as C#, Java, Lisp, OCaml, Perl, Python and PHP since the version 7.4.
In object-oriented programming (OOP), the object lifetime of an object is the time between an object's creation and its destruction. Rules for object lifetime vary significantly between languages, in some cases between implementations of a given language, and lifetime of a particular object may vary from one run of the program to another.
In computer science, a smart pointer is an abstract data type that simulates a pointer while providing added features, such as automatic memory management or bounds checking. Such features are intended to reduce bugs caused by the misuse of pointers, while retaining efficiency. Smart pointers typically keep track of the memory they point to, and may also be used to manage other resources, such as network connections and file handles. Smart pointers were first popularized in the programming language C++ during the first half of the 1990s as rebuttal to criticisms of C++'s lack of automatic garbage collection.
In computer programming, tracing garbage collection is a form of automatic memory management that consists of determining which objects should be deallocated by tracing which objects are reachable by a chain of references from certain "root" objects, and considering the rest as "garbage" and collecting them. Tracing garbage collection is the most common type of garbage collection – so much so that "garbage collection" often refers to tracing garbage collection, rather than other methods such as reference counting – and there are a large number of algorithms used in implementation.
In computer science, a pointer is an object in many programming languages that stores a memory address. This can be that of another value located in computer memory, or in some cases, that of memory-mapped computer hardware. A pointer references a location in memory, and obtaining the value stored at that location is known as dereferencing the pointer. As an analogy, a page number in a book's index could be considered a pointer to the corresponding page; dereferencing such a pointer would be done by flipping to the page with the given page number and reading the text found on that page. The actual format and content of a pointer variable is dependent on the underlying computer architecture.
Dangling pointers and wild pointers in computer programming are pointers that do not point to a valid object of the appropriate type. These are special cases of memory safety violations. More generally, dangling references and wild references are references that do not resolve to a valid destination, and include such phenomena as link rot on the internet.
In computer science, a finalizer or finalize method is a special method that performs finalization, generally some form of cleanup. A finalizer is executed during object destruction, prior to the object being deallocated, and is complementary to an initializer, which is executed during object creation, following allocation. Finalizers are strongly discouraged by some, due to difficulty in proper use and the complexity they add, and alternatives are suggested instead, mainly the dispose pattern – see problems with finalizers.
In computer science, garbage includes data, objects, or other regions of the memory of a computer system, which will not be used in any future computation by the system, or by a program running on it. Because every computer system has a finite amount of memory, and most software produces garbage, it is frequently necessary to deallocate memory that is occupied by garbage and return it to the heap, or memory pool, for reuse.
In computer science, manual memory management refers to the usage of manual instructions by the programmer to identify and deallocate unused objects, or garbage. Up until the mid-1990s, the majority of programming languages used in industry supported manual memory management, though garbage collection has existed since 1959, when it was introduced with Lisp. Today, however, languages with garbage collection such as Java are increasingly popular and the languages Objective-C and Swift provide similar functionality through Automatic Reference Counting. The main manually managed languages still in widespread use today are C and C++ – see C dynamic memory allocation.
In compiler optimization, escape analysis is a method for determining the dynamic scope of pointers – where in the program a pointer can be accessed. It is related to pointer analysis and shape analysis.
In C++ computer programming, allocators are a component of the C++ Standard Library. The standard library provides several data structures, such as list and set, commonly referred to as containers. A common trait among these containers is their ability to change size during the execution of the program. To achieve this, some form of dynamic memory allocation is usually required. Allocators handle all the requests for allocation and deallocation of memory for a given container. The C++ Standard Library provides general-purpose allocators that are used by default, however, custom allocators may also be supplied by the programmer.
In computer programming, a variable is an abstract storage location paired with an associated symbolic name, which contains some known or unknown quantity of information referred to as a value; or in simpler terms, a variable is a container for a particular set of bits or type of data. A variable can eventually be associated with or identified by a memory address. The variable name is the usual way to reference the stored value, in addition to referring to the variable itself, depending on the context. This separation of name and content allows the name to be used independently of the exact information it represents. The identifier in computer source code can be bound to a value during run time, and the value of the variable may thus change during the course of program execution.
In computer science, region-based memory management is a type of memory management in which each allocated object is assigned to a region. A region, also called a zone, arena, area, or memory context, is a collection of allocated objects that can be efficiently reallocated or deallocated all at once. Like stack allocation, regions facilitate allocation and deallocation of memory with low overhead; but they are more flexible, allowing objects to live longer than the stack frame in which they were allocated. In typical implementations, all objects in a region are allocated in a single contiguous range of memory addresses, similarly to how stack frames are typically allocated.
In object-oriented programming languages with garbage collection, object resurrection is when an object comes back to life during the process of object destruction, as a side effect of a finalizer being executed.