Java controlling garbage collector - java

I'm creating Android game with OpenGLES 2.0, and my game currently can render up to 55-60 frames per second, but I have a little problem with Garbage Collector, it slows down to 35 frames per second, and you can see a lag which damage user experience. It runs in totally random moments.
My question:
Is it possible to somehow control execution of Garbage Collector, for example can I delay GC for 0.5s or call GC before and be sure that GC wouldn't be called in next two second? Or is there any way to reduce impact of GC on application execution?

Basically you can't stop the GC but you can force a call using System.gc()
try these steps to avoid such problems with GC

The garbage collector starts when it needs to free the memory from unused objects.
The best way to operate is reduce the number of new Objects reusing the old ones.
Read your code and every time you see the new keyword ask yourself I really need a new Object here? Or I can reset an old unused Object?
Try to read the tips in the developer android site http://developer.android.com/training/articles/perf-tips.html
Note: a call to System.gc() is just a suggestion for the garbage collection system that automatically choose when to operate. From javadoc "Calling this method suggests that the Java virtual machine expend effort toward recycling unused objects..."

You can't affect the GC in too many ways. It'll run when it has to (and when it decides it wants to).
You can try to minimize the amount it has to collect by reducing created objects, avoiding creating them or reusing old ones.

Related

Garbage Collector not freeing "trash memory" as it should in an Android application

Hello!
I'm a beginner Java and Android developer and I've been having trouble lately dealing with my app's memory management. I will break this text into sections, in order to make it clearer and readable.
A brief description of my app
It's a game that consists of several stages (levels). Each stage has a starting point for the player and an exit, which leads the player to the next stage. Each stage has its own set of obstacles. Currently, when the player reaches the final stage (I've only created 4 so far) he/she automatically goes back to the first stage (level 1).
An abstract class called GameObject (extends Android.View) defines the base structure and behaviour for the player and all the other objects (obstacles, etc) present in the game. All the objects (that are, essentially, views) are drawn in a custom view created by me (extends FrameLayout). The game logic and the game loop is handled by a side thread (gameThread). The stages are created by retrieving metadata from xml files.
The problem
Besides all the possible memory leaks on my code (all of which I've been working hard to find and solve), there is a strange phenomenon related to the garbage collector happening. Instead of describing it with words and risk getting you confused, I will use images. As Confucius said, "An image is worth a thousand words". Well, in this case, I've just saved you from reading 150,000 words, since my GIF below has 150 frames.
Description: the first image represents my app's memory usage when the "stage 1" is first loaded. The second image (GIF) firstly represents my app's memory usage timeline when the "stage 1" is loaded for the second time (this happens, as described earlier, when the player beat the last stage) and is followed by four garbage collections forcefully initiated by me.
As you might have noticed, there is a huge difference (almost 50MB) in the memory usage between the two situations. When the "Stage 1" is firstly loaded, when the game starts, the app is using 85MB of memory. When the same stage is loaded for the second time, a little bit later, the memory usage is already at 130MB! That's probably due to some bad coding on my part and I'm not here because of this. Have you noticed how, after I forcefully performed 2 (actually 4, but only the first 2 mattered) garbage collections, the memory usage went back to it's "normal state" (the same memory usage as when the stage was firstly loaded)? That's the weird phenomenon I was talking about.
The question
If the garbage collector is supposed to remove from memory objects that are no long being referenced (or, at least, have only weak references), why is the "trash memory" that you saw above being removed only when I forcefully call the GC and not on the GC's normal executions? I mean, if the garbage collection manually initiated by me could remove this "thrash", then the normal GC's executions would be able to remove it as well. Why isn't it happening?
I've even tried to call System.gc() when the stages are being switched, but, even though the garbage collection happens, this "thrash" memory isn't removed like when I manually perform the GC. Am I missing something important about how the garbage collector works or about how Android implements it?
Final considerations
I've spent days searching, studying and making modifications on my code but I could not find out why this is happening. StackOverflow is my last resort. Thank you!
NOTE: I was going to post some possibly relevant part of my app's source code, but since the question is already too long I will stop here. If you feel the need to check some of the code, just let me know and I will edit this question.
What I have already read:
How to force garbage collection in Java?
Garbage collector in Android
Java Garbage Collection Basics by Oracle
Android Memory Overview
Memory Leak Patterns in Android
Avoiding Memory Leaks in Android
Manage your app's memory
What you need to know about Android app memory leaks
View the Java heap and memory allocations with Memory Profiler
LeakCanary (memory leak detection library for Android and Java)
Android Memory Leak and Garbage Collection
Generic Android Garbage Collection
How to clear dynamically created view from memory?
How References Work in Android and Java
Java Garbage Collector - Not running normally at regular intervals
Garbage Collection in android (Done manually)
... and more I couldn't find again.
Garbage collection is complicated, and different platforms implement it differently. Indeed, different versions of the same platform implement garbage collection differently. (And more ... )
A typical modern collector is based on the observation that most objects die young; i.e. they become unreachable soon after they are created. The heap is then divided into two or more "spaces"; e.g. a "young" space and an "old" space.
The "young" space is where new objects are created, and it is collected frequently. The "young" space tends to be smaller, and a "young" collection happens quickly.
The "old" space is where long-lived objects end up, and it is collected infrequently. On "old" space collection tends to be more expensive. (For various reasons.)
Object that survive a number of GC cycles in the "new" space get "tenured"; i.e they are moved to the "old" space.
Occasionally we may find that we need to collect the new and old spaces at the same time. This is called a full collection. A full GC is the most expensive, and typically "stops the world" for a relatively long time.
(There are all sorts of other clever and complex things ... which I won't go into.)
Your question is why doesn't the space usage drop significantly until you call System.gc().
The answer is basically that this is the efficient way to do things.
The real goal of collection is not to free as much memory all of the time. Rather, the goal is to ensure that there is enough free memory when it is needed, and to do this either with minimum CPU overheads or a minimum of GC pauses.
So in normal operation, the GC will behave as above: do frequent "new" space collections and less frequent "old" space collections. And the collections
will run "as required".
But when you call System.gc() the JVM will typically try to get back as much memory as possible. That means it does a "full gc".
Now I think you said it takes a couple of System.gc() calls to make a real difference, that could be related to use of finalize methods or Reference objects or similar. It turns out that finalizable objects and Reference are processed after the main GC has finished by a background thread. The objects are only actually in a state where they can be collected and deleted after that. So another GC is needed to finally get rid of them.
Finally, there is the issue of the overall heap size. Most VMs request memory from the host operating system when the heap is too small, but are reluctant to give it back. The Oracle collectors note the free space ratio at the end of successive "full" collections. They only reduce the overall size of the heap if the free space ratio is "too high" after a number of GC cycles. There are a number of reasons that the Oracle GCs take this approach:
Typical modern GCs work most efficiently when the ratio of garbage to non-garbage objects is high. So keeping the heap large aids efficiency.
There is a good chance that the application's memory requirement will grow again. But the GC needs to run to detect that.
A JVM repeatedly giving memory back to the OS and and re-requesting it is potentially disruptive for the OS virtual memory algorithms.
It is problematic if the OS is short of memory resources; e.g. JVM: "I don't need this memory. Have it back", OS: "Thanks", JVM: "Oh ... I need it again!", OS: "Nope", JVM: "OOME".
Assuming that the Android collector works the same way, that is another explanation for why you had to run System.gc() multiple times to get the heap size to shrink.
And before you start adding System.gc() calls to your code, read Why is it bad practice to call System.gc()?.
I got the same problem on my app, I seen you have understood the GC, try to watch this video on why the GC is needed. try to add this code to your app class (the java file of the app, like each java file for each activity) and add this code under the Override of the "onCreate" (the code is in kotlin)
here is the hole class:
open class _appName_() : Application(){
private var appKilled = false
override fun onCreate() {
super.onCreate()
thread {
while (!appKilled){
Thread.sleep(6000)
System.runFinalization()
Runtime.getRuntime().gc()
System.gc()
}
}
}
override fun onTerminate() {
super.onTerminate()
appKilled = true
}
}
this bit of code make that every 6 sec GC is called

Is it possible/necessary to change the garbage-collection intervals in Java

I know that the garbage-collection is used to get rid of the orphaned objects (the ones that loses their references) but is it possible to set custom intervals for garbage-collecting in Java?
It is not advisable for an application to tell the GC to run. It is better to leave it to the JVM to make the decision.
Why?
Because the JVM knows best. The JVM has access to information that allows it to run the JVM at the best time, to optimize either for high throughput or low pause times. It can monitor the size of the various heap "spaces", and estimate the best time to initiate a collection, and what kind of collection to initiate. The decision making is complicated.
By contrast, if an application calls System.gc() on a fixed time interval, it may run when it doesn't need to, using CPU cycles unnecessarily. Indeed, if you run the GC when there is no garbage, it spend a lot of time scanning all of the live objects ... and then not achieve anything.
The other thing to note that if System.gc() is not ignored, a common behavior is to run a full garbage collection. Depending on your JVM's GC options, this may cause all application threads to be frozen. If the heap is large, the "GC pauses" for full collections can be significant.
Another answer suggests using the sun.rmi.dgc.client.gcInterval property. This is designed to deal with the collection of remote references in an RMI application. It may work in other contexts, but it is inadvisable for the reasons stated above.
Using Runtime.getRuntime().gc() or System.gc() you can suggest JVM for garbage collection but you cannot set intervals or call it in any way
public static void gc​()
Calling the gc method suggests that the Java Virtual Machine expend effort toward recycling unused objects in order to make the memory they currently occupy available for quick reuse. When control returns from the method call, the Java Virtual Machine has made a best effort to reclaim space from all discarded objects.
The whole point of a garbage collection is, that the developer does not need to worry about the memory management whatsoever (as always there might be exceptions, but these are rare)
As pointed out you can only suggest the JVM to trigger the GC from your java code.
If you have problems with your GC interval, maybe you can instead set some parameters to your JVM?
Maybe you can use the parameter:
gcInterval(ms) = max interval between GC
But I have never used it myself, so no experience on this one.

Android garbage collector get deleted object name

I recently modified a bing chunk of my code and the garbage collector went crazy and I can't figure out what does it deletes. So I'd like to get the names of the things that the garbage collector deletes.
I've tried Android Device Monitor but I can't figure out where or how to find it or if it is even possible.
What should I do to figure out where to modify my code?
finalize(),
this API is provided by Java which JVM calls whenever an object is about to go through GC, although no gurantee if it will be called as per JAVA DOC, you can try printing name here.
Hope this solve ur issue.
(Actually, if the GC has "gone crazy", a more likely problem is the objects it can't delete than the ones that it deletes.)
Firstly, objects don't (in general) have names.
Secondly, I don't think it is possible to track when the GC actually deletes objects.
So tracking object deletion is unlikely to work ... and probably wouldn't help anyway.
What I think you really need is a memory profiler tool (e.g. DDMS) that can tell you were the objects are allocated, and can help you analyse all of the objects that are live (reachable) and garbage (unreachable).
The two most likely things that can make the GC use a lot of time (or "go crazy") are:
Having too much reachable data. As the heap gets close to full, the percentage of time spent attempting to collect garbage increases dramatically. A common cause of having too much reachable data is a storage leak in your application.
Creating too many temporary objects. A higher allocation rate means that the collector has to run more often.
References:
https://developer.android.com/tools/debugging/debugging-memory.html
http://developer.android.com/tools/debugging/ddms.html

Long GC pauses in application

I am currently running an application which requires a maximum heap size of 16GB.
Currently I use the following flags to handle garbage collection.
-XX\:+UseParNewGC, -XX\:+UseConcMarkSweepGC, -XX:CMSInitiatingOccupancyFraction=50, -XX\:+DisableExplicitGC, -XX\:+PrintGCDateStamps, -XX\:+PrintGCDetails, -Xloggc\:/home/user/logs/gc.log
However, I have noticed that during some garbage collections, the application locks up for a few seconds and then carries on - This is completely unacceptable as it's a game server.
An exert from my garbage collection logs can be found here.
Any advice on what I should change in order to reduce these long pauses would be greatly appreciated.
Any advice on what I should change in order to reduce these long pauses would be greatly appreciated.
The chances are that the CMS GC cannot keep up with the amount of garbage your system is generating. But the work that the GC has to perform is actually more closely related to the amount of NON-garbage that your system is retaining.
So ...
Try to reduce the actual memory usage of your application; e.g. by not caching so much stuff, or reducing the size of your "world".
Try to reduce the rate at which your application generates garbage.
Upgrade to a machine with more cores so that there are more cores available to run the parallel GC threads when necessary.
To Mysticial:
Yes in hindsight, it might have been better to implement the server in C++. However, we don't know anything about "the game". If it involves a complicated world model with complicated heterogeneous data structures, then implementing it in C++ could mean that that you replace the "GC pause" problem with the problem that the server crashes all the time due to problems with the way it manages its data structures.
Looking at your logs, I don't see any long pauses. But young GC is very frequent. Promotion rate is very low though (most garbage cleared by young GC as it should). At same time your old space utilization is low.
BTW are we talking about minecraft server?
To reduce frequency of young GC you should increase its size. I would suggest start with -XX:NewSize=8G -XX:MaxNewSize=8G
For such large young space, you should also reduce survivor space size -XX:SurvivorRatio=512
GC tuning is a path of trial and errors, so you may need some more iterations and tweaking.
You can find couple of useful articles at mu blog
HotSpot JVM GC options cheatsheet
Understanding young GC pauses in HotSpot JVM
I'm not an expert on Java garbage collection, but it looks like you're doing the right thing by using the concurrent collector (the UseConcMarkSweepGC flag), assuming the server has multiple processors. Follow the suggestions for troubleshooting at http://www.oracle.com/technetwork/java/javase/gc-tuning-6-140523.html#cms. If you already have, let us know what happened when you tried them.
Which version of java are you using?http://docs.oracle.com/javase/7/docs/technotes/guides/vm/G1.html
For better try to minimize the use of instance variables in a class.It would be better to perform on local variables than instance varibles .It helps in gaining the performance and safe from synchronization problem.In the end of operation before exit of program always reset the used variables if you are using instance variables and set again when it is required. It helps more in enhancing performance.Besides in the version of java a good garbage collection policy is implemented.It would be better to move to new version if that is fleasible.
Also you can monitor the garbage collector pause time via VisualVm and you can get more idea when it is performing more garbage collection.

Garbage Collection in android (Done manually)

I have a strange doubts. I know garbage collector has its own limitation. and if allocation is
bad then it can cause a problem for application to respond in unusual way.
So my question is that is it good programming habit to call forcefully garbage collector (System.gc()) at the end of each activity?
Update
Every one is saying that calling system.gc() not beneficial at all.Then i am wondering why its present here.DVM will decide when to run garbage collector.Then what is need of that method?
Update 2
Thanks community to help me out. But honestly i got knowledge about Garbage collection real Beauvoir from this link Java Performance Optimization
it isn't good programming habit to call forcefully garbage collector (System.gc()) at the end of each activity
Because it is useless,only DVM decide when it should be call although you called it...
System.gc(), which the VM sometimes ignores at whim, is mostly useful in two cases:
you're gobbling up memory like there's no tomorrow (usually with bitmaps).
you suspect a memory leak (such as accidentally holding onto an old Context), and want to put the VM memory in a quiescent state to see if the memory usage is creeping up, for debugging.
Under nominal circumstances, one should not use it.
I really think it depends on your situation.
Because the heap is generational, the GC may not get rid of certain large objects or bitmaps on its first pass, and its heuristics may not indicate that additional garbage collection is necessary, but there are definitely scenarios where the heuristic could be wrong, and we as the developers have knowledge of a pattern, or can predict usage that the GC cannot, and therefore calling system.gc() will benefit us.
I have seen this before in specific scenarios such as dealing with map tiling or other graphic intensive behaviors, where the native GC in Android (even on 3.0+ devices), doesn't get it right, resulting in Out of Memory errors. However, by adding a few GC calls, the Out of Memory errors are prevented, and the system continues to process albeit at a slower rate (due to garbage collection). In graphic intensive operations, this usually is that state desired (a little lag) over the application crashing because it cannot load additional resources into memory.
My only explanation for why this happens in certain scenarios appears to be timing. If user operations are slow, then the native Android GC seems to do great. However, if your user is scrolling fast, or zooming quickly, this is where I have seen the Android GC lag behind, and a few well thought out System.gc() have resulted in my applications not crashing.
calling System.gc(), doesn't do any harm. but you cant be sure that it will be of some use. because you ask the DVM to do garbage collection, but can't command it... Its dependent totally on DVM. It calls when memory is running out or may be at any time..
I tried putting System.gc() on the line before the lines where I created my bitmap in my Android app. The garbage collector freed up several megabytes in some cases and put and end to my OutOfMemoryError conditions. It did not interfere with the normal garbage collection one bit but it did make my app run faster.
No; if the system needs memory, it will call GC on its own.
Any memory used by an instance, that isn't referenced anywhere else, will become eligible for GC when the instance goes away.
Memory used by the instance itself, if no longer referenced, is also eligible for GC. You can do a code review or profiling to see if you're holding on to memory unnecessarily, but that's a different issue.
Calling GC manually is a bad coding habit...
The Developer docs on RAM usage state:
...
GC_EXPLICIT
An explicit GC, such as when you call gc() (which you should avoid calling and instead trust the GC to run when needed).
...
I've highlighted the most important and relevant part here in bold.
It is possible to ask the Android JVM to run the garbage collector by calling System.gc(). As the documentation states:
Calling the gc() method suggests that the Java Virtual Machine expend effort toward recycling unused objects in order to make the memory they currently occupy available for quick reuse. When control returns from the method call, the Java Virtual Machine has made a best effort to reclaim space from all discarded objects.
Emphasis added!
Some care is needed in interpreting "best effort" in the final sentence:
The "best effort" might be to ignore the "suggestion" entirely. Some JVMs have a configuration option to totally ignore System.gc() calls.
The "best effort" may or may not amount to a full garbage collection. That is an implementation detail.
But the bottom line is that you cannot force the GC to run.
Calling System.gc() is generally a bad idea. It makes your application inefficient, and it may introduce unwanted and unnecessary GC pauses.
The inefficiency issue comes down to the way that modern garbage collectors behave. A garbage collector's work has two parts1:
Finding the objects that are reachable.
Dealing with the objects that are not reachable.
The first part involves traversing reference chains and and marking the graph of objects starting at the GC roots. This work is proportional to the number of reachable objects.
The second part can be handled in a couple of ways, but it will typically be proportional to the size of the reachable objects.
Thus the overall cost of a GC run (in CPU time) depends mostly in the amount of non-garbage. But the benefit of the work performed is the amount of space that you managed to reclaim.
To maximize efficiency, you need to run the GC when the benefit of running the GC is at its highest; i.e. when the heap is close to full. But the problem is that if you call System.gc() you may be requesting a garbage collection when there is lots of free space.
Every one is saying that calling system.gc() not beneficial at all. Then I am wondering why its present here. DVM will decide when to run garbage collector. Then what is need of that method?
It is there for largely historical reasons. The method was present in the System class in Java 1.0. Removing it now would break a lot of legacy code. As for why gc() was included in the first place, the decision was made a long, long time ago, and we were not "in the room" when it was made. My guess is that the decision makers (in ~1995):
were a bit too optimistic about how GC technology would develop,
didn't anticipate that naive programmers would try to use gc() calls to solve memory leaks and other bugs, and / or
were simply too rushed to think too hard about it.
There are also a couple of scenarios where calling System.gc() is beneficial. One such scenario is when your application is about to start a "phase" where unscheduled GC pauses are going to give a particularly bad user experience. By running System.gc() you can take the "performance hit" at a point in time where it matters less; e.g. during a user initiated pause or while switching levels in a game.
But I don't think the above scenario corresponds to your "at the end of every activity".
The final thing to note is that calling System.gc() manually does not prevent normal OOMEs. A normal OOME is typically thrown then the JVM decides there is not enough free heap space to continue. This decision is made immediately after running a (full) GC. Running System.gc() manually won't make any difference to the decision making.
Furthermore, calling System.gc() will not cure normal2 memory leaks. If your application has a memory leak, you actually have a situation where a bunch of objects are reachable when they shouldn't be. But since they are reachable, the GC won't delete them.
The cure for OOMEs is one or more of the following:
Find the memory leaks and fix them. There are tools to help you do this.
Modify the application to use memory more efficiently; e.g. don't keep so much data in memory, or represent it in a more compact form.
Increase the application's heap size.
1 - This is a simplification, but the full story is way to complicated for this posting. I recommend you buy an read an up-to-date book on Garbage Collection of you want (or need) a deeper understanding.
2 - There are cases involving non-heap memory where manually running the GC might help as a band-aid for certain kinds of OOME. But a better solution is to find a better way to reduce non-heap memory usage and/or free up non-heap resources in a more timely fashion.

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