Garbage Collection and Destructors

Every object you create uses various system resources, such as memory. In many programming languages, these system resources are reserved for the object's use until they are explicitly released. If all the references to the object that manages the resource are lost before the resource is explicitly released, the application can no longer access the resource to release it. This is known as a resource leak.

We need a disciplined way to give resources back to the system when they are no longer needed, thus avoiding resource leaks. The Common Language Runtime (CLR) performs automatic memory management by using a garbage collector to reclaim the memory occupied by objects that are no longer in use, so the memory can be used for other objects. When there are no more references to an object, the object becomes eligible for destruction. Every object has a special member, called a destructor, that is invoked by the garbage collector to perform termination housekeeping on an object just before the garbage collector reclaims the object's memory. A destructor is declared like a parameterless constructor, except that its name is the class name, preceded by a tilde (~), and it has no access modifier in its header. After the garbage collector calls the object's destructor, the object becomes eligible for garbage collection. The memory for such an object can be reclaimed by the garbage collector. Memory leaks, which are common in other languages like C and C++ (because memory is not automatically reclaimed in those languages), are less likely in C# (but some can still happen in subtle ways). Other types of resource leaks can occur. For example, an application could open a file on disk to modify the file's contents. If the application does not close the file, no other application can modify (or possibly even use) the file until the application that opened the file completes.

A problem with the garbage collector is that it is not guaranteed to perform its tasks at a specified time. Therefore, the garbage collector may call the destructor any time after the object becomes eligible for destruction, and may reclaim the memory any time after the destructor executes. In fact, neither may happen before an application terminates. Thus, it is unclear if, or when, the destructor will be called. For this reason, most programmers should avoid using destructors. In Section 9.10, we demonstrate a situation in which we use a destructor. We will also demonstrate some of the static methods of class GC (in namespace System), which allow us to exert some control over the garbage collector and when destructors are called.

Software Engineering Observation 9 7

A class that uses system resources, such as files on disk, should provide a method to eventually release the resources. Many FCL classes provide Close or Dispose methods for this purpose.


static Class Members

Preface

Index

    Introduction to Computers, the Internet and Visual C#

    Introduction to the Visual C# 2005 Express Edition IDE

    Introduction to C# Applications

    Introduction to Classes and Objects

    Control Statements: Part 1

    Control Statements: Part 2

    Methods: A Deeper Look

    Arrays

    Classes and Objects: A Deeper Look

    Object-Oriented Programming: Inheritance

    Polymorphism, Interfaces & Operator Overloading

    Exception Handling

    Graphical User Interface Concepts: Part 1

    Graphical User Interface Concepts: Part 2

    Multithreading

    Strings, Characters and Regular Expressions

    Graphics and Multimedia

    Files and Streams

    Extensible Markup Language (XML)

    Database, SQL and ADO.NET

    ASP.NET 2.0, Web Forms and Web Controls

    Web Services

    Networking: Streams-Based Sockets and Datagrams

    Searching and Sorting

    Data Structures

    Generics

    Collections

    Appendix A. Operator Precedence Chart

    Appendix B. Number Systems

    Appendix C. Using the Visual Studio 2005 Debugger

    Appendix D. ASCII Character Set

    Appendix E. Unicode®

    Appendix F. Introduction to XHTML: Part 1

    Appendix G. Introduction to XHTML: Part 2

    Appendix H. HTML/XHTML Special Characters

    Appendix I. HTML/XHTML Colors

    Appendix J. ATM Case Study Code

    Appendix K. UML 2: Additional Diagram Types

    Appendix L. Simple Types

    Index



    Visual C# How to Program
    Visual C# 2005 How to Program (2nd Edition)
    ISBN: 0131525239
    EAN: 2147483647
    Year: 2004
    Pages: 600

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