Does garbage collection affect performance? - performance

I am just reading about the performance of several programming languages, and I noticed that garbage collection gets mentioned fairly often. Does garbage collection affect the performance of a language at all? If yes, how?

One thing to keep in mind here is that a language without garbage collection still has to allocate and free objects. Garbage collection allows the "free" part of the operation to happen in batches, and at times when the application is otherwise relatively idle. In other words, a highly-efficient garbage collector has the potential to be faster (not that we're quite that far yet, but they are improving all the time).
The trick is that when garbage collections do occur, the collector still has to spend resources doing the analysis of what is reachable, and what isn't, or what has a reference count > 0, and what doesn't. That is a performance penalty.
The result is that, for most garbage collected platforms, the collector is one factor to consider when evaluating performance. The net effect of the garbage collector may be minimal — or even a net positive! — over the life of an application session, but there can short-lived periods where there is significant negative impact.

It mostly depends on the language/runtime.
In some implementations, the GC can pause your application (suspend the threads), and then perform a collection, hence the performance problems.
Some implementations perform optimizations that let your code run while the GC is collecting unreferenced objects. For instance, the .Net GC can be tuned to use different collection modes and object heaps, and you also can give it a hint not to run in performance sensitive regions of code.
I can't really give more details as all of this is implementation specific. But I should mention that language runtimes most often try to optimize their GCs really hard, and most of the time you won't even notice it's there. It can become a problem though in very specific cases, and hopefully there's a possibility to work around that to minimize the GC pressure.

Garbage collection is a mechanism to clean unused object to free resource allocation, the garbage collector works base on an robust algorithm to allocate which object should be clean and which not. This process is resource consuming so it is always advice that developer should explicitly release or clean up unused object.
Using proper collection should be consider to improve performance and resource consuming of application. Strong-typed and array are always have high priority to use to avoid boxing/ unboxing as well as reduce resource costing to manage the collection.
Please refer to using Array, ArrayList, HashTable.

Related

What is a simple garbage collection algorithm for experimenting with a simple interpreter?

I've been experimenting with programming language design, and have come to the point of needing to implement a garbage collection system. Now the first thing that came to mind was reference counting, but this won't handle reference loops. Most of the pages that I come across when searching for algorithms are references on tuning the garbage collectors in existing languages, such as Java. When I do find anything describing specific algorithms, I'm not getting enough detail for implementation. For example, most of the descriptions include "when your program runs low on memory...", which isn't likely to happen anytime soon on a 4 GB system with plenty of swap. So what I'm looking for is some tutorials with good implementation details such as how to tune when to kick off the garbage collector (i.e., collect after X number of memory allocations, or every Y minutes, etc).
To give a couple more details on what I'm trying to do, I'm starting off with writing a stack-based interpreter similar to Postscript, and my next attempt will be probably an S-expression language based on one of the Lisp dialects. I am implementing in straight C. My goal is both self education, and to document the various stages into a "how to design and write an interpreter" tutorial.
As for what I've done so far, I've written a simple interpreter which implements a C style imperative language, which gets parsed and processed by a stack machine style VM (see lang2e.sourceforge.net). But this language doesn't allocate new memory on entering any function, and doesn't have any pointer data types so there wasn't really a need at the time for any type of advanced memory management. For my next project I'm thinking of starting off with reference counting for non-pointer type objects (integers, strings, etc), and then keeping track of any pointer-type object (which can generate circular references) in a separate memory pool. Then, whenever the pool grows more than X allocation units more than it was at the end of the previous garbage collection cycle, kick off the collector again.
My requirements is that it not be too inefficient, yet easy to implement and document clearly (remember, I want to develop this into a paper or book for others to follow). The algorithm I've currently got at the front is tri-color marking, but it looks like a generational collector would be a bit better, but harder to document and understand. So I'm looking for some clear reference material (preferably available online) that includes enough implementation details to get me started.
There's a great book about garbage collection. It's called Garbage Collection: Algorithms for Automatic Dynamic Memory Management, and it's excellent. I've read it, so I'm not recommending this just because you can find it with Google. Look at it here.
For simple prototyping, use mark-and-sweep or any simple non-generational, non-incremental compacting collector. Incremental collectors are good only if you need to provide for "real-time" response from your system. As long as your system is allowed to lag arbitrarily much at any particular point in time, you don't need an incremental one. Generational collectors reduce average garbage collection overhead with the expense of assuming something about the life cycles of objects.
I have implemented all (generational/non-generational, incremental/non-incremental) and debugging garbage collectors is quite hard. Because you want to focus on the design of your language, and maybe not so much on debugging a more complex garbage collector, you could stick to a simple one. I would go for mark-and-sweep most likely.
When you use garbage collection, you do not need reference counting. Throw it away.
When to kick off the allocator is probably wide open -- you could GC when a memory allocation would otherwise fail, or you could GC every time a reference is dropped, or anywhere in the middle.
Waiting until you've got no choice may mean you never GC, if the running code is fairly well contained. Or, it may introduce a gigantic pause into your environment and demolish your response time or animations or sound playback completely.
Running the full GC on every free() could amortize the cost across more operations, though the entire system may run slower as a result. You could be more predictable, but slower overall.
If you'd like to test the thing by artificially limiting memory, you can simply run with very restrictive resource limits in place. Run ulimit -v 1024 and every process spawned by that shell will only ever have one megabyte of memory to work with.

What's the difference between generational and incremental garbage collection?

I think that both (generational and incremental) are different approaches to make the garbage collection pauses faster. But what are the differences between generational and incremental? How do they work? And which one is better for real time software / produces less long pauses?
Also, the Boehm GC is any of those?
A generational GC is always incremental, because it does not collect all unreachable objects during a cycle. Conversely, an incremental GC does not necessarily employ a generation scheme to decide which unreachable objects to collect or not.
A generational GC divides the unreachable objects into different sets, roughly according to their last use - their age, so to speak. The basic theory is that objects that are most recently created, would become unreachable quickly. So the set with 'young' objects is collected in an early stage.
An incremental GC may be implemented with above generational scheme, but different methods can be employed to decide which group of objects should be sweeped.
One might look at this wikipedia page and further downward, for more information on both GC methods.
According to Boehm's website, his GC is incremental and generational:
The collector uses a mark-sweep
algorithm. It provides incremental and
generational collection under
operating systems which provide the
right kind of virtual memory support.
As far as a real time environment is concerned, there are several academic research papers describing new and ingenious ways to do garbage collection:
Nonblocking Real-Time Garbage Collection
Real-time garbage collection by IBM has good explanation on differences.
An incremental garbage collector is any garbage-collector that can run incrementally (meaning that it can do a little work, then some more work, then some more work), instead of having to run the whole collection without interruption. This stands in contrast to old stop-the-world garbage collectors that did e.g. a mark&sweep without any other code being able to work on the objects. But to be clear: Whether an incremental garbage collector actually runs in parallel to other code executing on the same objects is not important as long as it is interruptable (for which it has to e.g. distinguish between dirty and clean objects).
A generational garbage collector differentiates between old, medium and new objects. It can then do copying GC on the new objects (keyword "Eden"), mark&sweep for the old objects and different possibilities (depending on implementation) on the medium objects. Depending on implementation the way the generations of objects are distinguished is either by region occupied in memory or by flags. The challenge of generational GC is to keep lists of objects that refer from one generation to the other up to date.
Boem is an incremental generational GC as cited here: http://en.wikipedia.org/wiki/Boehm_garbage_collector
http://www.memorymanagement.org/glossary/i.html#incremental.garbage.collection
Some tracing garbage collection algorithms can pause in the middle of
a collection cycle while the mutator continues, without ending up with
inconsistent data. Such collectors can operate incrementally and are
suitable for use in an interactive system.
Primitive garbage collectors(1), once they start a collection cycle,
must either finish the task, or abandon all their work so far. This is
often an appropriate restriction, but is unacceptable when the system
must guarantee response times; for example, in systems with a user
interface and in real-time hardware control systems. Such systems
might use incremental garbage collection so that the time-critical
processing and the garbage collection can proceed effectively in
parallel, without wasted effort.
http://www.memorymanagement.org/glossary/g.html#generational.garbage.collection
Generational garbage collection is tracing garbage collection that
makes use of the generational hypothesis. Objects are gathered
together in generations. New objects are allocated in the youngest or
nursery generation, and promoted to older generations if they survive.
Objects in older generations are condemned less frequently, saving CPU
time.
It is typically rare for an object to refer to a younger object.
Hence, objects in one generation typically have few references to
objects in younger generations. This means that the scanning of old
generations in the course of collecting younger generations can be
done more efficiently by means of remembered sets.
In some purely functional languages (that is, without update), all
references are backwards in time, in which case remembered sets are
unnecessary.
The Boehm-Demers-Weiser has an incremental mode that you can enable by calling GC_enable_incremental. See http://www.hpl.hp.com/personal/Hans_Boehm/gc/gcinterface.html

What are some examples of algorithms and/or data structures are difficult or impossible to implement correctly without garbage collection?

I've heard it mentioned in very general terms that such things exist, but the details are rarely discussed. What are your favourites? What makes it difficult?
The standard implementation of many lock-free structures like a concurrent hash table often are nearly impossible to write without a garbage collector. These structures work by storing long linked lists of elements, then changing the heads of the lists whenever a new value is added or removed. That way, one thread can make a change to the structure so that new threads see the change (they traverse a new linked list) while older threads continue reading older linked lists. It's crucial that the memory be reclaimed by a garbage collector, since otherwise the thread that changed the linked list would have to somehow clean up the list it just replaced, but that list is in use by other threads, this either leads to data races or requires the use of locks, both of which are bad.
A similar argument can be made for multithreaded lock free binary search trees, which use a related trick.
Anything is possible without GC, because computer hardware works without GC and it computes all algorithms. :-) But sometimes it is easier to implement a local GC and use it instead of writing a huge complicated code to do the same without GC. In real-world scenarions, algorithms using GC are often much simpler than their non-GC counterparts.
Anything which generates a lot of temporal data/variables is a big problem (i.e. difficult, not technically impossible) without some sort of garbage collection. For example imagine a web server with php or asp.net support where the engine of php/c# scripts has no garbage collection. Each web request from a browser creates a lot of temporal data on web server and if you had just a small memory leak in a script on server, the whole web server ends in a horrible death...
I mean if many people put scripts or plugins to server, there can be memory leaks. These scenarios require some sort of garbage collection.
Also LINQ in C# creates a lot of temporal objects. It would be paint to use it without garbage collection.
I conjecture that you mean concurrent data structures. If so, a lot of lockfree algorithms require Garbage Collection (or deferred/safe memory reclamation). And the most simplest example is classical lock-free stack:
[search Wikipedia by "ABA problem" - the site prohibits me from posting the link]
(ABA and safe memory reclamation are closely related problems, if you solve the latter than you solve the former too)
Is it impossible to implement them without GC? No, it's not impossible. However, it's definitely more difficult.
One solutions is to implement limited form of GC. For example, strongly thread-safe reference counting:
http://www.1024cores.net/home/lock-free-algorithms/object-life-time-management/differential-reference-counting
Another solution is to design an algorithm around the requirement, so that it just does not require a GC. For example, some lockfree producer-consumer queues (most notable the M&S queue) do require a GC. And here is a simple an efficient queue algorithm that is especially designed around GC requirement:
http://www.1024cores.net/home/lock-free-algorithms/queues/non-intrusive-mpsc-node-based-queue
var v = FunctionThatAllocatesMemory2(FunctionThatAllocatesMemory1());
Without GC there is no way to deallocate the memory returned by FunctionThatAllocatesMemory1().

Alternative for Garbage Collector

I'd like to know the best alternative for a garbage collector, with its pros and cons. My priority is speed, memory is less important. If there is garbage collector which doesn't make any pause, let me know.
I'm working on a safe language (i.e. a language with no dangling pointers, checking bounds, etc), and garbage collection or its alternative has to be used.
I suspect you will be best sticking with garbage collection (as per the JVM) unless you have a very good reason otherwise. Modern GCs are extremely fast, general purpose and safe. Unless you can design your language to take advantage of a very specific special case (as in one of the above allocators) then you are unlikely to beat the JVM.
The only really compelling reason I see nowadays as an argument against modern GC is latency issues caused by GC pauses. These are small, rare and not really an issue for most purposes (e.g. I've successfully written 3D engines in Java), but they still can cause problems in very tight realtime situations.
Having said that, there may still be some special cases where a different memory allocation scheme may make sense so I've listed a few interesting options below:
An example of a very fast, specialised memory management approach is the "per frame" allocator used in many games. This works by incrementing a single pointer to allocate memory, and at the end of a time period (typically a visual "frame") all objects are discarded at once by simply setting the pointer back to the base address and overwriting them in the next allocation. This can be "safe", however the constraints of object lifetime would be very strict. Might be a winner if you can guarantee that all memory allocation is bounded in size and only valid for the scope of handling e.g. a single server request.
Another very fast approach is to have dedicated object pools for different classes of object. Released objects can just be recycled in the pool, using something like a linked list of free object slots. Operating systems often used this kind of approach for common data structures. Again however you need to watch object lifetime and explicitly handle disposals by returning objects to the pool.
Reference counting looks superficially good but usually doesn't make sense because you frequently have to dereference and update the count on two objects whenever you change a pointer value. This cost is usually worse than the advantage of having simple and fast memory management, and it also doesn't work in the presence of cyclic references.
Stack allocation is extremely fast and can run safely. Depending on your language, it is possible to make do without a heap and run entirely on a stack based system. However I suspect this will somewhat constrain your language design so that might be a non-starter. Still might be worth considering for certain DSLs.
Classic malloc/free is pretty fast and can be made safe if you have sufficient constraints on object creation and lifetime which you may be able to enforce in your language. An example would be if e.g. you placed significant constraints on the use of pointers.
Anyway - hope this is useful food for thought!
If speed matters but memory does not, then the fastest and simplest allocation strategy is to never free. Allocation is simply a matter of bumping a pointer up. You cannot get faster than that.
Of course, never releasing anything has a huge potential for overflowing available memory. It is very rare that memory is truly "unimportant". Usually there is a large but finite amount of available memory. One strategy is called "region based allocation". Namely you allocate memory in a few big blocks called "regions", with the pointer-bumping strategy. Release occurs only by whole regions. This strategy can be applied with some success if the problem at hand can be structured into successive "tasks", each having its own region.
For more generic solutions, if you want real-time allocation (i.e. guaranteed limits on the response time from allocation requests) then garbage collection is the way to go. A real-time GC may look like this: objects are allocated with a pointer-bumping strategy. Also, on every allocation, the allocator performs a little bit of garbage collection, in which "live" objects are copied somewhere else. In a way the GC runs "at the same time" than the application. This implies a bit of extra work for accessing objects, because you cannot move an object and update all pointers to point to the new object location while keeping the "real-time" promise. Solutions may imply barriers, e.g. an extra indirection. Generational GC allow for barrier-free access to most objects while keeping pause times under strict bounds.
This article is a must-read for whoever wants to study memory allocation, in particular garbage collection.
With C++ it's possible to make a heap allocation ONCE for your objects, then reuse that memory for subsequent objects, I've seen it work and it was blindingly fast.
It's only applicable to a certian set of problems, and it's difficult to do it right, but it is possible.
One of the joys of C++ is you have complete control over memory management, you can decide to use classic new/delete, or implement your own reference counting or Garbage Collection.
However - here be dragons - you really, really need to know what you're doing.
If memory doesn't matter, then what #Thomas says applies. Considering the gargantuan memory spaces of modern hardware, this may very well be a viable option -- it really depends on the process.
Manual memory management doesn't necessarily solve your problems directly, but it does give you complete control over WHEN memory events happen. Generic malloc, for example, is not an O(1) operation. It does all sorts of potentially horrible things in there, both within the heap managed by malloc itself as well as the operating system. For example, ya never know when "malloc(10)" may cause the VM to page something out, now your 10 bytes of RAM have an unknown disk I/O component -- oops! Even worse, that page out could be YOUR memory, which you'll need to immediately page back in! Now c = *p is a disk hit. YAY!
But if you are aware of these, then you can safely set up your code so that all of the time critical parts effectively do NO memory management, instead they work off of pre-allocated structures for the task.
With a GC system, you may have a similar option -- it depends on the collector. I don't think the Sun JVM, for example, has the ability to be "turned off" for short periods of time. But if you work with pre-allocated structures, and call all of your own code (or know exactly what's going on in the library routine you call), you probably have a good chance of not hitting the memory manager.
Because, the crux of the matter is that memory management is a lot of work. If you want to get rid of memory management, the write old school FORTRAN with ARRAYs and COMMON blocks (one of the reasons FORTRAN can be so fast). Of course, you can write "FORTRAN" in most any language.
With modern languages, modern GCs, etc., memory management has been pushed aside and become a "10%" problem. We are now pretty sloppy with creating garbage, copying memory, etc. etc., because the GCs et al make it easy for us to be sloppy. And for 90% of the programs, this is not an issue, so we don't worry about. Nowadays, it's a tuning issue, late in the process.
So, your best bet is set it all up at once, use it, then toss it all away. The "use it" part is where you will get consistent, reliable results (assuming enough memory on the system of course).
As an "alternative" to garbage collection, C++ specifically has smart pointers. boost::shared_ptr<> (or std::tr1::shared_ptr<>) works exactly like Python's reference counted garbage collection. In my eyes, shared_ptr IS garbage collection. (although you may need to do a few weak_ptr<> stuff to make sure that circular references don't happen)
I would argue that auto_ptr<> (or in C++0x, the unique_ptr<>...) is a viable alternative, with its own set of benefits and tradeoffs. Auto_ptr has a clunky syntax and can't be used in STL containers... but it gets the job done. During compile-time, you "move" the ownership of the pointer from variable to variable. If a variable owns the pointer when it goes out of scope, it will call its destructor and free the memory. Only one auto_ptr<> (or unique_ptr<>) is allowed to own the real pointer. (at least, if you use it correctly).
As another alternative, you can store everything on the stack and just pass references around to all the functions you need.
These alternatives don't really solve the general memory management problem that garbage collection solves. Nonetheless, they are efficient and well tested. An auto_ptr doesn't use any more space than the pointer did originally... and there is no overhead on dereferencing an auto_ptr. "Movement" (or assignment in Auto_ptr) has a tiny amount of overhead to keep track of the owner. I haven't done any benchmarks, but I'm pretty sure they're faster than garbage collection / shared_ptr.
If you truly want no pauses at all, disallow all memory allocation except for stack allocation, region-based buffers, and static allocation. Despite what you may have been told, malloc() can actually cause severe pauses if the free list becomes fragmented, and if you often find yourself building massive object graphs, naive manual free can and will lose to stop-and-copy; the only way to really avoid this is to amortize over preallocated pages, such as the stack or a bump-allocated pool that's freed all at once. I don't know how useful this is, but I know that the proprietary graphical programming language LabVIEW by default allocates a static region of memory for each subroutine-equivalent, requiring programmers to manually enable stack allocation; this is the kind of thing that's useful in a hard-real-time environment where you need absolute guarantees on memory usage.
If what you want is to make it easy to reason about pauses and give your developers control over allocation and placement, then there is already a language called Rust that has the same stated goals as your language; while not a completely safe language, it does have a safe subset, allowing you to create safe abstractions for raw bit-twiddling. It uses pointer type annotations to eliminate use-after-free bugs. It also doesn't have null pointers in safe code, because null pointers cost a billion dollars at least.
If bounded pauses are enough, though, there are a wide variety of algorithms that will work. If you really have a small working set compared to available memory, then I would recommend the MOS collector (aka the Train Algorithm), which collects incrementally and provably always makes progress toward freeing unreferenced objects.
It's a common fallacy that managed languages are not suitable for high performance low latency scenarios. Yes, with limited resources (such as an embedded platform) and sloppy programming you can shoot yourself in the foot just as spectacularly as with C++ (and that can be VERY VERY spectacular).
This problem has come whilst developing games in Java/C# and the solution was to utilise a memory pool and not let object die, hence not needing garbage collector to run when you don't expect it. This is really the same approach as with low latency unmanaged systems - TO TRY REALLY REALLY HARD NOT TO ALLOCATE MEMORY.
So, considering the fact that implementing such system in Java/C# is very similar to C++, the advantage of doing it the girly man way(managed), you have the "niceness" of other language features that free up your mental clock cycles to concentrate on important things.

When might you not want to use garbage collection? [closed]

Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 8 years ago.
Improve this question
Garbage collection has been around since the early days of LISP, and now - several decades on - most modern programming languages utilize it.
Assuming that you're using one of these languages, what reasons would you have to not use garbage collection, and instead manually manage the memory allocations in some way?
Have you ever had to do this?
Please give solid examples if possible.
I can think of a few:
Deterministic deallocation/cleanup
Real time systems
Not giving up half the memory or processor time - depending on the algorithm
Faster memory alloc/dealloc and application-specific allocation, deallocation and management of memory. Basically writing your own memory stuff - typically for performance sensitive apps. This can be done where the behavior of the application is fairly well understood. For general purpose GC (like for Java and C#) this is not possible.
EDIT
That said, GC has certainly been good for much of the community. It allows us to focus more on the problem domain rather than nifty programming tricks or patterns. I'm still an "unmanaged" C++ developer though. Good practices and tools help in that case.
Memory allocations? No, I think the GC is better at it than I am.
But scarce resource allocations, like file handles, database connections, etc.? I write the code to close those when I'm done. GC won't do that for you.
I do a lot of embedded development, where the question is more likely to be whether to use malloc or static allocation and garbage collection is not an option.
I also write a lot of PC-based support tools and will happily use GC where it is available & fast enough and it means that I don't have to use pedant::std::string.
I write a lot of compression & encryption code and GC performance is usually not good enough unless I really bend the implementation. GC also requires you to be very careful with address aliasing tricks. I normally write performance sensitive code in C and call it from Python / C# front ends.
So my answer is that there are reasons to avoid GC, but the reason is almost always performance and it's then best to code the stuff that needs it in another language rather than trying to trick the GC.
If I develop something in MSVC++, I never use garbage collection. Partly because it is non-standard, but also because I've grown up without GC in C++ and automatically design in safe memory reclamation. Having said this, I think that C++ is an abomination which fails to offer the translation transparency and predictability of C or the scoped memory safety (amongst other things) of later OO languages.
Real time applications are probably difficult to write with a garbage collector. Maybe with an incremental GC that works in another thread, but this is an additional overhead.
One case I can think of is when you are dealing with large data sets amounting to hundreads of megabytes or more. Depending on the situation you might want to free this memory as soon as you are done with it, so that other applications can use it.
Also, when dealing with some unmanaged code there might be a situation where you might want to prevent the GC from collecting some data because it's still being used by the unmanaged part. Though I still have to think of a good reason why simply keeping a reference to it might not be good enough. :P
One situation I've dealt with is image processing. While working on an algorithm for cropping images, I've found that managed libraries just aren't fast enough to cut it on large images or on multiple images at a time.
The only way to do processing on an image at a reasonable speed was to use non-managed code in my situation. This was while working on a small personal side-project in C# .NET where I didn't want to learn a third-party library because of the size of the project and because I wanted to learn it to better myself. There may have been an existing third-party library (perhaps Paint.NET) that could do it, but it still would require unmanaged code.
Two words: Space Hardening
I know its an extreme case, but still applicable. One of the coding standards that applied to the core of the Mars rovers actually forbid dynamic memory allocation. While this is indeed extreme, it illustrates a "deploy and forget about it with no worries" ideal.
In short, have some sense as to what your code is actually doing to someone's computer. If you do, and you are conservative .. then let the memory fairy take care of the rest. While you develop on a quad core, your user might be on something much older, with much less memory to spare.
Use garbage collection as a safety net, be aware of what you allocate.
There are two major types of real time systems, hard and soft. The main distinction is that hard real time systems require that an algorithm always finish in a particular time budget where as a soft system would like it to normally happen. Soft systems can potentially use well designed garbage collectors although a normal one would not be acceptable. However if a hard real time system algorithm did not complete in time then lives could be in danger. You will find such sorts of systems in nuclear reactors, aeroplanes and space shuttles and even then only in the specialist software that the operating systems and drivers are made of. Suffice to say this is not your common programming job.
People who write these systems don't tend to use general purpose programming languages. Ada was designed for the purpose of writing these sorts of real time systems. Despite being a special language for such systems in some systems the language is cut down further to a subset known as Spark. Spark is a special safety critical subset of the Ada language and one of the features it does not allow is the creation of a new object. The new keyword for objects is totally banned for its potential to run out of memory and its variable execution time. Indeed all memory access in Spark is done with absolute memory locations or stack variables and no new allocations on the heap is made. A garbage collector is not only totally useless but harmful to the guaranteed execution time.
These sorts of systems are not exactly common, but where they exist some very special programming techniques are required and guaranteed execution times are critical.
Just about all of these answers come down to performance and control. One angle I haven't seen in earlier posts is that skipping GC gives your application more predictable cache behavior in two ways.
In certain cache sensitive applications, having the language automatically trash your cache every once in a while (although this depends on the implementation) can be a problem.
Although GC is orthogonal to allocation, most implementations give you less control over the specifics. A lot of high performance code has data structures tuned for caches, and implementing stuff like cache-oblivious algorithms requires more fine grained control over memory layout. Although conceptually there's no reason GC would be incompatible with manually specifying memory layout, I can't think of a popular implementation that lets you do so.
Assuming that you're using one of these languages, what reasons would you have to not use garbage collection, and instead manually manage the memory allocations in some way?
Potentially, several possible reasons:
Program latency due to the garbage collector is unacceptably high.
Delay before recycling is unacceptably long, e.g. allocating a big array on .NET puts it in the Large Object Heap (LOH) which is infrequently collected so it will hang around for a while after it has become unreachable.
Other overheads related to garbage collection are unacceptably high, e.g. the write barrier.
The characteristics of the garbage collector are unnacceptable, e.g. redoubling arrays on .NET fragments the Large Object Heap (LOH) causing out of memory when 32-bit address space is exhausted even though there is theoretically plenty of free space. In OCaml (and probably most GC'd languages), functions with deep thread stacks run asymptotically slower. Also in OCaml, threads are prevented from running in parallel by a global lock on the GC so (in theory) parallelism can be achieved by dropping to C and using manual memory management.
Have you ever had to do this?
No, I have never had to do that. I have done it for fun. For example, I wrote a garbage collector in F# (a .NET language) and, in order to make my timings representative, I adopted an allocationless style in order to avoid GC latency. In production code, I have had to optimize my programs using knowledge of how the garbage collector works but I have never even had to circumvent it from within .NET, much less drop .NET entirely because it imposes a GC.
The nearest I have come to dropping garbage collection was dropping the OCaml language itself because its GC impedes parallelism. However, I ended up migrating to F# which is a .NET language and, consequently, inherits the CLR's excellent multicore-capable GC.
I don't quite understand the question. Since you ask about a language that uses GC, I assume you are asking for examples like
Deliberately hang on to a reference even when I know it's dead, maybe to reuse the object to satisfy a future allocation request.
Keep track of some objects and close them explicitly, because they hold resources that can't easily be managed with the garbage collector (open file descriptors, windows on the screen, that sort of thing).
I've never found a reason to do #1, but #2 is one that comes along occasionally. Many garbage collectors offer mechanisms for finalization, which is an action that you bind to an object and the system runs that action before the object is reclaimed. But oftentimes the system provides no guarantees about whether or if finalizers actually run, so finalization can be of limited utility.
The main thing I do in a garbage-collected language is to keep a tight watch on the number of allocations per unit of other work I do. Allocation is usually the performance bottleneck, especially in Java or .NET systems. It is less of an issue in languages like ML, Haskell, or LISP, which are typically designed with the idea that the program is going to allocate like crazy.
EDIT: longer response to comment.
Not everyone understands that when it comes to performance, the allocator and the GC must be considered as a team. In a state-of-the-art system, allocation is done from contiguous free space (the 'nursery') and is as quick as test and increment. But unless the object allocated is incredibly short-lived, the object incurs a debt down the line: it has to be copied out of the nursery, and if it lives a while, it may be copied through several generatations. The best systems use contiguous free space for allocation and at some point switch from copying to mark/sweep or mark/scan/compact for older objects. So if you're very picky, you can get away with ignoring allocations if
You know you are dealing with a state-of-the art system that allocates from continuous free space (a nursery).
The objects you allocate are very short-lived (less than one allocation cycle in the nursery).
Otherwise, allocated objects may be cheap initially, but they represent work that has to be done later. Even if the cost of the allocation itself is a test and increment, reducing allocations is still the best way to improve performance. I have tuned dozens of ML programs using state-of-the-art allocators and collectors and this is still true; even with the very best technology, memory management is a common performance bottleneck.
And you'd be surprised how many allocators don't deal well even with very short-lived objects. I just got a big speedup from Lua 5.1.4 (probably the fastest of the scripting language, with a generational GC) by replacing a sequence of 30 substitutions, each of which allocated a fresh copy of a large expression, with a simultaneous substitution of 30 names, which allocated one copy of the large expression instead of 30. Performance problem disappeared.
In video games, you don't want to run the garbage collector in between a game frame.
For example, the Big Bad is in front
of you and you are down to 10 life.
You decided to run towards the Quad
Damage powerup. As soon as you pick up
the powerup, you prepare yourself to
turn towards your enemy to fire with
your strongest weapon.
When the powerup disappeared, it would
be a bad idea to run the garbage
collector just because the game world
has to delete the data for the
powerup.
Video games usually manages their objects by figuring out what is needed in a certain map (this is why it takes a while to load maps with a lot of objects). Some game engines would call the garbage collector after certain events (after saving, when the engine detects there's no threat in the vicinity, etc).
Other than video games, I don't find any good reasons to turn off garbage collecting.
Edit: After reading the other comments, I realized that embedded systems and Space Hardening (Bill's and tinkertim's comments, respectively) are also good reasons to turn off the garbage collector
The more critical the execution, the more you want to postpone garbage collection, but the longer you postpone garbage collection, the more of a problem it will eventually be.
Use the context to determine the need:
1.
Garbage collection is supposed to protect against memory leaks
Do you need more state than you can manage in your head?
2.
Returning memory by destroying objects with no references can be unpredictable
Do you need more pointers than you can manage in your head?
3.
Resource starvation can be caused by garbage collection
Do you have more CPU and memory than you can manage in your head?
4.
Garbage collection cannot address files and sockets
Do you have I/O as your primary concern?
In systems that use garbage collection, weak pointers are sometimes used to implement a simple caching mechanism because objects with no strong references are deallocated only when memory pressure triggers garbage collection. However, with ARC, values are deallocated as soon as their last strong reference is removed, making weak references unsuitable for such a purpose.
References
GC FAQ
Smart Pointer Guidelines
Transitioning to ARC Release Notes
Accurate Garbage Collection with LLVM
Memory management in various languages
jwz on Garbage Collection
Apple Could Power the Web
How Do The Script Garbage Collectors Work?
Minimize Garbage Generation: GC is your Friend, not your Servant
Garbage Collection in IE6
Slow web browser performance when you view a Web page that uses JScript in Internet Explorer 6
Transitioning to ARC Release Notes: Which classes don’t support weak references?
Automatic Reference Counting: Weak References

Resources