Do Orphaned object in java lead to performance Issues [duplicate] - java

Should Java Objects be reused as often as it can be reused ? Or should we reuse it only when they are "heavyweight", ie have OS resources associated with it ?
All old articles on the internet talk about object reuse and object pooling as much as possible, but I have read recent articles that say new Object() is highly optimized now ( 10 instructions ) and Object reuse is not as big a deal as it used to be.
What is the current best practice and how are you people doing it ?

I let the garbage collector do that kind of deciding for me, the only time I've hit heap limit with freshly allocated objects was after running a buggy recursive algorithm for a couple of seconds which generated 3 * 27 * 27... new objects as fast as it could.
Do what's best for readability and encapsulation. Sometimes reusing objects may be useful, but generally you shouldn't worry about it.

If you use them very intensively and the construction is costly, you should try to reuse them as much as you can.
If your objects are very small, and cheap to create ( like Object ) you should create new ones.
For instance connections database are pooled because the cost of creating a new one is higher than those of creating .. mmhh new Integer for instance.
So the answer to your question is, reuse when they are heavy AND are used often ( it is not worth to pool a 3 mb object that is only used twice )
Edit:
Additionally, this item from Effective Java:Favor Immutability is worth reading and may apply to your situation.

Object creation is cheap, yes, but sometimes not cheap enough.
If you create a lot (and I mean A LOT) temporary objects in rapid succession, the costs for the garbage collector are considerable. However even with a good profiler you may not necessarily see the costs easily, as the garbage collector nowadays works in short intervals instead of blocking the whole application for a second or two.
Most of the performance improvements I got in my projects came from either avoiding object creation or avoiding the whole work (including the object creation) through aggressive caching. No matter how big or small the object is, it still takes time to create it and to manage the references and heap structures for it. (And of course, the cleanup and the internal heap-defrag/copying also takes time.)
I would not start to be religious about avoiding object creation at all cost, but if you see a jigsaw pattern in your memory-profiler, it means your garbage collector is on heavy duty. And if your garbage collector uses the CPU, the CPI is not available for your application.
Regarding object pooling: Doing it right and not running into either memory leaks or invalid states or spending more time on the management than you would save is difficult. So I never used that strategy.
My strategy has been to simply strive for immutable objects. Immutable things can be cached easily and therefore help to keep the system simple.
However, no matter what you do: Make sure you check your hotspots with a profiler first. Premature optimization is the root of most evilness.

Let the garbage collector do its job, it can be considered better than your code.
Unless a profiler proves it guilty. And don't even use common sense to try to figure out when it's wrong. In unusual cases even cheap objects like byte arrays are better pooled.
Rule 1 of optimization: don't do it.
Rule 2 (for experts only): don't do it yet.

The rule of thumb should be to use your common sense and reuse objects when their creation consumes significant resources such as I/O, network traffic, DB connections, etc...
If it's just creating a new String(), forget about the reuse, you'll gain nothing from it. Code readability has higher preference.

I would worry about performance issues if they arise. Do what makes sense first (would you do this with primatives), if you then run a profiling tool and find that it is new causing you problems, start to think about pre-allocation (ie. when your program isn't doing much work).
Re-using objects sounds like a disaster waiting to happen by the way:
SomeClass someObject = new SomeClass();
someObject.doSomething();
someObject.changeState();
someObject.changeOtherState();
someObject.sendSignal();
// stuff
//re-use
someObject.reset(); // urgh, had to put this in to support reuse
someObject.doSomethingElse(); // oh oh, this is wrong after calling changeOtherState, regardless of reset
someObject.changeState(); // crap, now this is wrong but it's not obvious yet
someObject.doImportantStuff(); // what's going on?

Object creation is certainly faster than it used to be. The newer generational GC in JDKs 5 and higher are improvements, too.
I don't think either of these makes excessive creation of objects cost-free, but they do reduce the importance of object pooling. I think pooling makes sense for database connections, but I don't attempt it for my own domain objects.
Reuse puts a premium on thread-safety. You need to think carefully to ensure that you can reuse objects safely.
If I decided that object reuse was important I'd do it with products like Terracotta, Tangersol, GridGain, etc. and make sure that my server had scads of memory available to it.

Second the above comments.
Don't try and second guess the GC and Hotspot. Object pooling may have been useful once but these days its not so useful unless you are talking about database connections or unique system resources.
Just try and write clean and simple code and be amazed at what Hotspot can do.
Why not use VisualVM or a profiler to take a look at your code?

Related

How to keep some data as long as possible, but allow the VM to free & reload them at need?

In my application, I would like to load some amount of data into memory when first needed and keep it there in case another part of the application wants to use it. The same data would be accessed from a couple of different Activity'es, but by far not all the user could interact with. So, when not working with the relevant part of my application, I would like Android to feel free to discard the data, reloading them again at need. Note that it is unpredictable for me what the user will do, so I want Android to free the data only if hasn't been used for some time. What is a good approach to doing this?
I thought of creating a class that would be only used statically, loading the data in its static initialisation block. However, I am not sure if Dalvik would ever discard any static data stored this way. I have read something on class loaders but I have no idea what loader is used in loading my class and how it could potentially become discarded. Perhaps someone does...?
Another way I came up with is using weak reference to keep an instance of the data-holding class (non-static, obviously) but here I am afraid that the GC could decide it's useless when no Activity is currently actively operating it, even when memory is no concern at that moment. (In that case, I would like to keep the data loaded.)
The loading of my data is costly. I want, if possible, to destroy it only when the system is running out of memory or when the application exits.
It sounds like SoftReferences are what you need. These are cleared at the garbage collector's discretion when it detects that there is a memory shortfall.
If you read the class javadoc, it gives some hints about how to prevent recently used cache entries from being reclaimed.
For the record, classloaders won't help you manage instances of a class. But making the cache a static should allow the cached objects to be discarded if the cache class gets unloaded.
FOLLOWUP
My data is a solid block that would be represented by a single object.
This rather changes things. If you have a single object to cache, then LRU makes no sense. Basically it sounds like you want to hang onto the object as long as possible ... without trigger OOMEs by hanging onto it too long. This is kind of hard. Indeed, doing a perfect job is going to entail correctly predicting what the user is going to do ... which is clearly impossible.
Possibly the best strategy is to make use of the reference enqueing mechanism, and implement the queue processor to make an "intelligent" choice between letting the object die or recreating the soft link. The "intelligence" might entail looking at how much free memory there is, and / or how long it was since the object was last used. But beware!! If you get this wrong you can cause OOMEs or cause the platform to spend lots of time thrashing the garbage collector.
If I set up the cache to hold 1 object, it would be equivalent to a hard reference, wouldn't it?
Nope. If you use a SoftReference the GC will break the reference if it is running out of memory.
You can use SoftReferences. Take a look at:
http://docs.oracle.com/javase/6/docs/api/java/lang/ref/SoftReference.html
With SoftReferences you can achieve what you need:
" I want, if possible, to destroy it only when the system is running out of memory or when the application exits."
Take a look at
SoftReference gets garbage collected too early
You can also look into LruCache if your looking to cache some data in memory your app.
http://developer.android.com/reference/android/support/v4/util/LruCache.html
For a longer lived disk based cache take a look at Android Objects Cache
You can find the DiskLruCache source at https://github.com/JakeWharton/DiskLruCache/

In Java, how to improve performance of object creation?

Object creation is a bottleneck in my application.
I think that adding more threads for object creation makes the situation worse, because object creation is a CPU-bound task, right?
Then, how to improve performance?
Often the problem is not object creation itself, but repeated object creation and garbage generation. That causes two performance hits: creating all those objects and extra garbage collection stalls.
First, you should use profiling tools to verify that excessive object creation is the source of your performance problems. Assuming that you have verified that this is the problem, there are various things to look for and strategies to try. It all depends on how your code is written, so there's no one recommendation that will work. This list of Java performance guidelines from IBM is definitely worth applying. It identifies how to avoid many of the most common sins: don't create objects inside loops; use StringBuilder instead of a series of string concatenation expressions; use primitive types and avoid auto-boxing/unboxing where possible; cache frequently used objects; allocate collection classes with an explicit capacity instead of allowing them to grow; etc.
Another nice resource is Chapter 4 of the book Java Performance Tuning. (You can read it on-line here.)
If you search the web for excessive object creation java, you can find lots of other recommendations.
You can still get significant performance improvement by multi-threading CPU bound tasks when your app is running on a machine with multiple processors.
As #Pst says - are you sure it's the bottleneck? because these days it's not a common one.
But given that. One thing you could try is avoiding creation by caching and reusing instances. But that totally depends on what your program does.
Java uses a TLAB (Thread Local Allocation Buffer) for small to medium sizes objects. This means each thread can allocate objects concurrently. i.e. you don't get a slow down for using multiple threads.
In general, more CPUs improve CPU-bound problems. Its IO bound tasks where one cpu can use all the available bandwidth, like disk access, which are no faster when you use multiple CPUs.
The simplest way to reduce the cost of Object Creation is to create/discard less objects. There is a common assumption that object creation is unavoidable, but the last 2.5 years I have worked on applications which GC less than once per day, even under production load.
Most application don't work this way because they don't need to. However, if you have a need to minimise object creation you can.

Thread-local object pooling

Going through the Goetz "Java Concurrency in Practice" book, he makes a case against using object pooling (section 11.4.7) - main arguments:
1) allocation in Java is faster than C's malloc
2) threads requesting objects from a pool require costly synchronization
My problem is not so much that allocation is slow, but that periodic garbage collection introduces outliers in response time that could be eliminated by reducing object pools.
Are there any issues that I am not seeing in using this approach? Essentially I am partitioning an object pool across the threads...
If its thread local then you can forget about this:
2) threads requesting objects from a pool require costly synchronization
Being thread-local you need not worry about synchronization to retrieve from the pool itself.
(sun's) GC scans live objects. the assumption is that there are way more dead objects than live objects in a typical java program runtime. it marks live objects, and dispose the rest.
if you cache a lot of objects, they are all live. and if you have several GBs of such objects, GC is going to waste a lot of time scanning them in vain. long GC pauses can paralyze your application.
cache something just to make it non-garbage is not helping GC.
that's not to say caching is wrong. if you have 15G memory, and your database is 10G, why not cache everything in memory, so responses are lighting fast. note this is to cache something that would otherwise be slow to fetch.
to prevent GC from fruitlessly scanning the 10G cache, the cache must be outside GC's control. For example, use 'memcached" which lives in another process, and has its own cache-optimized GC.
the latest news is Terracotta's BigMemory which is a pure java solution that does similar thing.
an example of thread local pooling is sun's direct ByteBuffer pooling. when we call
channel.read(byteBuffer)
if byteBuffer is not "direct", a "direct" one must be allocated under the hood, used to communicate data with OS. in a network application, such allocations could be very frequent, it seems to be a waste, to discard a just allocated one, and immediately allocate another one in the next statement. sun's engineers, apparently don't trust GC that much, created a thread local pool of "direct" ByteBuffers.
In Java 1.4, object allocation was relatively expensive so Object pools for even simple objects could help. However, in Java 5.0, Object allocation was significantly improved, however synchronization still had a way to go meaning that object allocation was faster than synchronization. i.e. removing object pools improved performance in many cases. In Java 6, synchronization has improved to the point where an object pool can make a little difference to performance in simple cases.
Avoiding simple object pools is a good idea because it is simpler, not for performance reasons.
For more complex/larger objects, object pools can be useful in Java 6, even if you use synchronization. e.g. a Socket, File stream, or Database connection.
I think your case is reasonable situation to use pooling. There is no evil in pooling, Goetz means that you should not use it when it is not necessary. Another example is connection pooling, because creation of connection is very expensive.
If it is threadlocal, it's very likely you may not even need pooling. Of course it would depend on the use cases, but the chances are, on a given thread you will likely need only one object of that type at a given time.
The caveat with threadlocals, however, is memory management. Note that threadlocal values don't go away easily until the thread that owns those threadlocals go away. Therefore, if you have a large number of threads and a large number of threadlocals, they may contribute to used memory quite a bit.
I'd definitely try it out. Although is now "common knowledge" that one should not care about object creation, in fact there may be a lot of performance gained from using object pools and specific classes. For a file processing framework, I gained 5% read performance from pooling object[] objects.
So try it out and time your executions to see if you gain anything.
Even it's an old question, point of 2 threads requesting objects from a pool require costly synchronization does not completely hold true.
It's possible to write a concurrent (no synchronization) object pool that doesn't even exhibit sharing (even false sharing) on the fast path. In the simplistic case, of course, each thread might have its own pool (more like an associated object) but then such a greedy approach can lead to resource waste (or starvation/error if the resource cannot be allocated)
Pools are good for heavy objects like ByteBuffers, esp. direct ones, connections, sockets, threads, etc. Overall any objects that require non-java intervention.

Is it worth mitigating against the effects of garbage collection?

I have an application where the memory profile looks something like this:
(source: kupio.com)
The slow upwards crawl of memory usage is caused by the allocation of lots and lots of small, simple, transient objects. In low-memory situations (This is a mobile app) the GC overhead is noticeable when compared to less restrictive memory amounts.
Since we know, due to the nature of the app, that these spikes will just keep on coming, I was considering some sort of pool of multitudinous transient objects (Awesome name). These objects would live for the lifetime of the app and be re-used wherever possible (Where the lifetime of the object is short and highly predictable).
Hopefully this would mitigate against the effects of GC by reducing the number of objects collected and improve performance.
Obviously this would also have its own performance limits since "allocation" would be more expensive and there would be an overhead in maintaining the cache itself.
Since this would be a rather large and intrusive change into a large amount of code, I was wondering if anyone had tried something similar and if it was a benefit, or if there were any other known ways of mitigating against GC in this sort of situation. Ideas for efficient ways to manage a cache of re-usable objects are also welcome.
This is similar to the flyweight pattern detailed in the GoF patterns book (see edit below). Object pools have gone out of favour in a "normal" virtual machine due to the advances made in reducing the object creation, synchronization and GC overhead. However, these have certainly been around for a long time and it's certainly fine to try them to see if they help!
Certainly Object Pools are still in use for objects which have a very expensive creation overhead when compared with the pooling overheads mentioned above (database connections being one obvious example).
Only a test will tell you whether the pooling approach works for you on your target platforms!
EDIT - I took the OP "re-used wherever possible" to mean that the objects were immutable. Of course this might not be the case and the flyweight pattern is really about immutable objects being shared (Enums being one example of a flyweight). A mutable (read: unshareable) object is not a candidate for the flyweight pattern but is (of course) for an object pool.
Normally, I'd say this was a job for tuning the GC parameters of the VM, the reduce the spiky-ness, but for mobile apps that isn't really an option. So if the JVms you are using cannot have their GC behavioure modified, then old-fashioned object pooling may be the best solution.
The Apache Commons Pool library is good for that, although if this is a mobile app, then you may not want the library dependency overhead.
Actually, that graph looks pretty healthy to me. The GC is reclaiming lots of objects and the memory is then returning to the same base level. Empirically, this means that the GC is working efficiently.
The problem with object pooling is that it makes your app slower, more complicated and potentially more buggy. What is more, it can actually make each GC run take longer. (All of the "idle" objects in the pool are non-garbage and need to be marked, etc by the GC.)
Does J2ME have a generational garbage collector? If so it does many small, fast, collections and thus the pauses are reduced. You could try reducing the eden memory space (the small memory space) to increase the frequency and reduce the latency for collections and thus reduce the pauses.
Although, come to think of it, my guess is that you can't adjust gc behaviour because everything probably runs in the same VM (just a guess here).
You could check out this link describing enhancements to the Concurrent Mark Sweep collector, although I'm not sure it's available for J2ME. In particular note:
"The concurrent mark sweep collector, also known as the concurrent collector or CMS, is targeted at applications that are sensitive to garbage collection pauses."
... "In JDK 6, the CMS collector can optionally perform these collections concurrently, to avoid a lengthy pause in response to a System.gc() or Runtime.getRuntime().gc() call. To enable this feature, add the option"
-XX:+ExplicitGCInvokesConcurrent
Check out this link. In particular:
Just to list a few of the problems
object pools create: first, an unused
object takes up memory space for no
reason; the GC must process the unused
objects as well, detaining it on
useless objects for no reason; and in
order to fetch an object from the
object pool a synchronization is
usually required which is much slower
than the asynchronous allocation
available natively.
You're talking about a pool of reusable object instances.
class MyObjectPool {
List<MyObject> free= new LinkedList<MyObject>();
List<MyObject> inuse= new LinkedList<MyObject>();
public MyObjectPool(int poolsize) {
for( int i= 0; i != poolsize; ++i ) {
MyObject obj= new MyObject();
free.add( obj );
}
}
pubic makeNewObject( ) {
if( free.size() == 0 ) {
MyObject obj= new MyObject();
free.add( obj );
}
MyObject next= free.remove(0);
inuse.add( next );
return next;
}
public freeObject( MyObject obj ) {
inuse.remove( obj );
free.add( obj );
}
}
return in
Given that this answer suggests that there is not much scope for tweaking garbage collection itself in J2ME then if GC is an issue the only other option is to look at how you can change your application to improve performance/memory usage. Maybe some of the suggestions in the answer referenced would apply to your application.
As oxbow_lakes says, what you suggest is a standard design pattern. However, as with any optimisation the only way to really know how much it will improve your particular application is by implementing and profiling.

Why do you not explicitly call finalize() or start the garbage collector?

After reading this question, I was reminded of when I was taught Java and told never to call finalize() or run the garbage collector because "it's a big black box that you never need to worry about". Can someone boil the reasoning for this down to a few sentences? I'm sure I could read a technical report from Sun on this matter, but I think a nice, short, simple answer would satisfy my curiosity.
The short answer: Java garbage collection is a very finely tuned tool. System.gc() is a sledge-hammer.
Java's heap is divided into different generations, each of which is collected using a different strategy. If you attach a profiler to a healthy app, you'll see that it very rarely has to run the most expensive kinds of collections because most objects are caught by the faster copying collector in the young generation.
Calling System.gc() directly, while technically not guaranteed to do anything, in practice will trigger an expensive, stop-the-world full heap collection. This is almost always the wrong thing to do. You think you're saving resources, but you're actually wasting them for no good reason, forcing Java to recheck all your live objects “just in case”.
If you are having problems with GC pauses during critical moments, you're better off configuring the JVM to use the concurrent mark/sweep collector, which was designed specifically to minimise time spent paused, than trying to take a sledgehammer to the problem and just breaking it further.
The Sun document you were thinking of is here: Java SE 6 HotSpot™ Virtual Machine Garbage Collection Tuning
(Another thing you might not know: implementing a finalize() method on your object makes garbage collection slower. Firstly, it will take two GC runs to collect the object: one to run finalize() and the next to ensure that the object wasn't resurrected during finalization. Secondly, objects with finalize() methods have to be treated as special cases by the GC because they have to be collected individually, they can't just be thrown away in bulk.)
Don't bother with finalizers.
Switch to incremental garbage collection.
If you want to help the garbage collector, null off references to objects you no longer need. Less path to follow= more explicitly garbage.
Don't forget that (non-static) inner class instances keep references to their parent class instance. So an inner class thread keeps a lot more baggage than you might expect.
In a very related vein, if you're using serialization, and you've serialized temporary objects, you're going to need to clear the serialization caches, by calling ObjectOutputStream.reset() or your process will leak memory and eventually die.
Downside is that non-transient objects are going to get re-serialized.
Serializing temporary result objects can be a bit more messy than you might think!
Consider using soft references. If you don't know what soft references are, have a read of the javadoc for java.lang.ref.SoftReference
Steer clear of Phantom references and Weak references unless you really get excitable.
Finally, if you really can't tolerate the GC use Realtime Java.
No, I'm not joking.
The reference implementation is free to download and Peter Dibbles book from SUN is really good reading.
As far as finalizers go:
They are virtually useless. They aren't guaranteed to be called in a timely fashion, or indeed, at all (if the GC never runs, neither will any finalizers). This means you generally shouldn't rely on them.
Finalizers are not guaranteed to be idempotent. The garbage collector takes great care to guarantee that it will never call finalize() more than once on the same object. With well-written objects, it won't matter, but with poorly written objects, calling finalize multiple times can cause problems (e.g. double release of a native resource ... crash).
Every object that has a finalize() method should also provide a close() (or similar) method. This is the function you should be calling. e.g., FileInputStream.close(). There's no reason to be calling finalize() when you have a more appropriate method that is intended to be called by you.
Assuming finalizers are similar to their .NET namesake then you only really need to call these when you have resources such as file handles that can leak. Most of the time your objects don't have these references so they don't need to be called.
It's bad to try to collect the garbage because it's not really your garbage. You have told the VM to allocate some memory when you created objects, and the garbage collector is hiding information about those objects. Internally the GC is performing optimisations on the memory allocations it makes. When you manually try to collect the garbage you have no knowledge about what the GC wants to hold onto and get rid of, you are just forcing it's hand. As a result you mess up internal calculations.
If you knew more about what the GC was holding internally then you might be able to make more informed decisions, but then you've missed the benefits of GC.
The real problem with closing OS handles in finalize is that the finalize are executed in no guaranteed order. But if you have handles to the things that block (think e.g. sockets) potentially your code can get into deadlock situation (not trivial at all).
So I'm for explicitly closing handles in a predictable orderly manner. Basically code for dealing with resources should follow the pattern:
SomeStream s = null;
...
try{
s = openStream();
....
s.io();
...
} finally {
if (s != null) {
s.close();
s = null;
}
}
It gets even more complicated if you write your own classes that work via JNI and open handles. You need to make sure handles are closed (released) and that it will happen only once. Frequently overlooked OS handle in Desktop J2SE is Graphics[2D]. Even BufferedImage.getGrpahics() can potentially return you the handle that points into a video driver (actually holding the resource on GPU). If you won't release it yourself and leave it garbage collector to do the work - you may find strange OutOfMemory and alike situation when you ran out of video card mapped bitmaps but still have plenty of memory. In my experience it happens rather frequently in tight loops working with graphics objects (extracting thumbnails, scaling, sharpening you name it).
Basically GC does not take care of programmers responsibility of correct resource management. It only takes care of memory and nothing else. The Stream.finalize calling close() IMHO would be better implemented throwing exception new RuntimeError("garbage collecting the stream that is still open"). It will save hours and days of debugging and cleaning code after the sloppy amateurs left the ends lose.
Happy coding.
Peace.
The GC does a lot of optimization on when to properly finalize things.
So unless you're familiar with how the GC actually works and how it tags generations, manually calling finalize or start GC'ing will probably hurt performance than help.
Avoid finalizers. There is no guarantee that they will be called in a timely fashion. It could take quite a long time before the Memory Management system (i.e., the garbage collector) decides to collect an object with a finalizer.
Many people use finalizers to do things like close socket connections or delete temporary files. By doing so you make your application behaviour unpredictable and tied to when the JVM is going to GC your object. This can lead to "out of memory" scenarios, not due to the Java Heap being exhausted, but rather due to the system running out of handles for a particular resource.
One other thing to keep in mind is that introducing the calls to System.gc() or such hammers may show good results in your environment, but they won't necessarily translate to other systems. Not everyone runs the same JVM, there are many, SUN, IBM J9, BEA JRockit, Harmony, OpenJDK, etc... This JVM all conform to the JCK (those that have been officially tested that is), but have a lot of freedom when it comes to making things fast. GC is one of those areas that everyone invests in heavily. Using a hammer will often times destroy that effort.

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