Is object creation a bottleneck in Java in multithreaded environment? - java

Based on the understanding from the following:
Where is allocated variable reference, in stack or in the heap?
I was wondering since all the objects are created on the common heap. If multiple threads create objects then to prevent data corruption there has to be some serialization that must be happening to prevent the multiple threads from creating objects at same locations. Now, with a large number of threads this serialization would cause a big bottleneck. How does Java avoid this bottleneck? Or am I missing something?
Any help appreciated.

Modern VM implementations reserve for each thread an own area on the heap to create objects in. So, no problem as long as this area does not get full (then the garbage collector moves the surviving objects).
Further read: how TLAB works in Sun's JVM. Azul's VM uses slightly different approach (look at "A new thread & stack layout"), the article shows quite a few tricks JVMs may perform behind the scenes to ensure nowadays Java speed.
The main idea is keeping per thread (non-shared) area to allocate new objects, much like allocating on the stack with C/C++. The copy garbage collection is very quick to deallocate the short-lived objects, the few survivors, if any, are moved into different area. Thus, creating relatively small objects is very fast and lock free.
The lock free allocation is very important, especially since the question regards multithreaded environment. It also allows true lock-free algorithms to exist. Even if an algorithm, itself, is a lock-free but allocation of new objects is synchronized, the entire algorithm is effectively synchronized and ultimately less scalable.
java.util.concurrent.ConcurrentLinkedQueue which is based on the work of Maged M. Michael Michael L. Scott is a classic example.
What happens if an object is referenced by another thread? (due to discussion request)
That object (call it A) will be moved to some "survivor" area. The survivor area is checked less often than the ThreadLocal areas. It contains, like the name suggests, objects whose references managed to escape, or in particular A managed to stay alive. The copy (move) part occurs during some "safe point" (safe point excludes properly JIT'd code), so the garbage collector is sure the object is not being referenced. The references to the object are updated, the necessary memories fences issued and the application (java code) is free to continue. Further read to this simplistic scenario.
To the very interested reader and if possible to chew it: the highly advanced Pauseless GC Algorithm

No. The JVM has all sorts of tricks up its sleeves to avoid any sort of simpleminded serialization at the point of 'new'.

Sometimes. I wrote a recursive method that generates integer permutations and creates objects from those. The multithreaded version (every branch from root = task, but concurrent thread count limited to number of cores) of that method wasn't faster. And the CPU load wasn't higher. The tasks didn't share any object. After I removed the object creation from both methods the multithreaded method was ~4x faster (6 cores) and used 100% CPU. In my test case the methods generated ~4,500,000 permutations, 1500 per task.
I think TLAB didn't work because it's space is limited (see: Thread Local Allocation Buffers).

Related

Out of memory errors in Java API that uses finalizers in order to free memory allocated by C calls

We have a Java API that is a wrapper around a C API.
As such, we end up with several Java classes that are wrappers around C++ classes.
These classes implement the finalize method in order to free the memory that has been allocated for them.
Generally, this works fine. However, in high-load scenarios we get out of memory exceptions.
Memory dumps indicate that virtually all the memory (around 6Gb in this case) is filled with the finalizer queue and the objects waiting to be finalized.
For comparison, the C API on its own never goes over around 150 Mb of memory usage.
Under low load, the Java implementation can run indefinitely. So this doesn't seem to be a memory leak as such. It just seem to be that under high load, new objects that require finalizing are generated faster than finalizers get executed.
Obviously, the 'correct' fix is to reduce the number of objects being created. However, that's a significant undertaking and will take a while. In the meantime, is there a mechanism that might help alleviate this issue? For example, by giving the GC more resources.
Java was designed around the idea that finalizers could be used as the primary cleanup mechanism for objects that go out of scope. Such an approach may have been almost workable when the total number of objects was small enough that the overhead of an "always scan everything" garbage collector would have been acceptable, but there are relatively few cases where finalization would be appropriate cleanup measure in a system with a generational garbage collector (which nearly all JVM implementations are going to have, because it offers a huge speed boost compared to always scanning everything).
Using Closable along with a try-with-resources constructs is a vastly superior approach whenever it's workable. There is no guarantee that finalize methods will get called with any degree of timeliness, and there are many situations where patterns of interrelated objects may prevent them from getting called at all. While finalize can be useful for some purposes, such as identifying objects which got improperly abandoned while holding resources, there are relatively few purposes for which it would be the proper tool.
If you do need to use finalizers, you should understand an important principle: contrary to popular belief, finalizers do not trigger when an object is actually garbage collected"--they fire when an object would have been garbage collected but for the existence of a finalizer somewhere [including, but not limited to, the object's own finalizer]. No object can actually be garbage collected while any reference to it exists in any local variable, in any other object to which any reference exists, or any object with a finalizer that hasn't run to completion. Further, to avoid having to examine all objects on every garbage-collection cycle, objects which have been alive for awhile will be given a "free pass" on most GC cycles. Thus, if an object with a finalizer is alive for awhile before it is abandoned, it may take quite awhile for its finalizer to run, and it will keep objects to which it holds references around long enough that they're likely to also earn a "free pass".
I would thus suggest that to the extent possible, even when it's necessary to use finalizer, you should limit their use to privately-held objects which in turn avoid holding strong references to anything which isn't explicitly needed for their cleanup task.
Phantom references is an alternative to finalizers available in Java.
Phantom references allow you to better control resource reclamation process.
you can combine explicit resource disposal (e.g. try with resources construct) with GC base disposal
you can employ multiple threads for postmortem housekeeping
Using phantom references is complicated tough. In this article you can find a minimal example of phantom reference base resource housekeeping.
In modern Java there are also Cleaner class which is based on phantom reference too, but provides infrastructure (reference queue, worker threads etc) for ease of use.

what's "allocation pools for temporary objects"?

im reading android training article: Performance Tips
Object creation is never free. A generational garbage collector with
per-thread allocation pools for temporary objects can make
allocation cheaper, but allocating memory is always more expensive
than not allocating memory.
what's per-thread allocation pools for temporary objects?
I did't find any docs about this.
Read it as : A generational garbage collector with per-thread allocation , pools for temporary objects .
Per thread garbage collection is that Objects associated only with a thread that created them are tracked. At a garbage collection time for a particular thread, it is determined which objects associated only with that thread remain reachable from a restricted root set associated with the thread. Any thread-only objects that are not determined to be reachable are garbage collected.
What they are saying, and they are right, is object creation (and subsequent collection) can be a major time-taker.
If you look at this example you'll see that at one point, memory management dominated the time, and was fixed by keeping used objects of each class in a free-list, so they could be efficiently re-used.
However, also note in that example, memory management was not the biggest problem at first.
It only became the biggest problem after even bigger problems were removed.
For example, suppose you have a team of people who want to lose weight, relative to another team.
Suppose the team has
1) a 400-lb person, (corresponding to some other problem)
2) a 200-lb person (corresponding to the memory management problem), and
3) a 100-lb person (corresponding to some other problem).
If the team as a whole wants to lose the most weight, where should it concentrate first?
Obviously, they need to work on all three, but if they miss out on the big guy, they're not going to get very far.
So the most aggressive procedure is first find out what the biggest problem is (not by guessing), and fix that.
Then the next biggest, and so on.
The big secret is don't guess.
Everybody knows that, but what do they do? - they guess anyway.
Guesses, by definition, are often wrong, missing the biggest issues.
Let the program tell you what the biggest problem is.
(I use random pausing as in that example.)

Best practice for creating millions of small temporary objects

What are the "best practices" for creating (and releasing) millions of small objects?
I am writing a chess program in Java and the search algorithm generates a single "Move" object for each possible move, and a nominal search can easily generate over a million move objects per second. The JVM GC has been able to handle the load on my development system, but I'm interested in exploring alternative approaches that would:
Minimize the overhead of garbage collection, and
reduce the peak memory footprint for lower-end systems.
A vast majority of the objects are very short-lived, but about 1% of the moves generated are persisted and returned as the persisted value, so any pooling or caching technique would have to provide the ability to exclude specific objects from being re-used.
I don't expect fully-fleshed out example code, but I would appreciate suggestions for further reading/research, or open source examples of a similar nature.
Run the application with verbose garbage collection:
java -verbose:gc
And it will tell you when it collects. There would be two types of sweeps, a fast and a full sweep.
[GC 325407K->83000K(776768K), 0.2300771 secs]
[GC 325816K->83372K(776768K), 0.2454258 secs]
[Full GC 267628K->83769K(776768K), 1.8479984 secs]
The arrow is before and after size.
As long as it is just doing GC and not a full GC you are home safe. The regular GC is a copy collector in the 'young generation', so objects that are no longer referenced are simply just forgotten about, which is exactly what you would want.
Reading Java SE 6 HotSpot Virtual Machine Garbage Collection Tuning is probably helpful.
Since version 6, the server mode of JVM employs an escape analysis technique. Using it you can avoid GC all together.
Well, there are several questions in one here !
1 - How are short-lived objects managed ?
As previously stated, the JVM can perfectly deal with a huge amount of short lived object, since it follows the Weak Generational Hypothesis.
Note that we are speaking of objects that reached the main memory (heap). This is not always the case. A lot of objects you create does not even leave a CPU register. For instance, consider this for-loop
for(int i=0, i<max, i++) {
// stuff that implies i
}
Let's not think about loop unrolling (an optimisations that the JVM heavily performs on your code). If max is equal to Integer.MAX_VALUE, you loop might take some time to execute. However, the i variable will never escape the loop-block. Therefore the JVM will put that variable in a CPU register, regularly increment it but will never send it back to the main memory.
So, creating millions of objects are not a big deal if they are used only locally. They will be dead before being stored in Eden, so the GC won't even notice them.
2 - Is it useful to reduce the overhead of the GC ?
As usual, it depends.
First, you should enable GC logging to have a clear view about what is going on. You can enable it with -Xloggc:gc.log -XX:+PrintGCDetails.
If your application is spending a lot of time in a GC cycle, then, yes, tune the GC, otherwise, it might not be really worth it.
For instance, if you have a young GC every 100ms that takes 10ms, you spend 10% of your time in the GC, and you have 10 collections per second (which is huuuuuge). In such a case, I would not spend any time in GC tuning, since those 10 GC/s would still be there.
3 - Some experience
I had a similar problem on an application that was creating a huge amount of a given class. In the GC logs, I noticed that the creation rate of the application was around 3 GB/s, which is way too much (come on... 3 gigabytes of data every second ?!).
The problem : Too many frequent GC caused by too many objects being created.
In my case, I attached a memory profiler and noticed that a class represented a huge percentage of all my objects. I tracked down the instantiations to find out that this class was basically a pair of booleans wrapped in an object. In that case, two solutions were available :
Rework the algorithm so that I do not return a pair of booleans but instead I have two methods that return each boolean separately
Cache the objects, knowing that there were only 4 different instances
I chose the second one, as it had the least impact on the application and was easy to introduce. It took me minutes to put a factory with a not-thread-safe cache (I did not need thread safety since I would eventually have only 4 different instances).
The allocation rate went down to 1 GB/s, and so did the frequency of young GC (divided by 3).
Hope that helps !
If you have just value objects (that is, no references to other objects) and really but I mean really tons and tons of them, you can use direct ByteBuffers with native byte ordering [the latter is important] and you need some few hundred lines of code to allocate/reuse + getter/setters. Getters look similar to long getQuantity(int tupleIndex){return buffer.getLong(tupleInex+QUANTITY_OFFSSET);}
That would solve the GC problem almost entirely as long as you do allocate once only, that is, a huge chunk and then manage the objects yourself. Instead of references you'd have only index (that is, int) into the ByteBuffer that has to be passed along. You may need to do the memory align yourself as well.
The technique would feel like using C and void*, but with some wrapping it's bearable. A performance downside could be bounds checking if the compiler fails to eliminate it. A major upside is the locality if you process the tuples like vectors, the lack of the object header reduces the memory footprint as well.
Other than that, it's likely you'd not need such an approach as the young generation of virtually all JVM dies trivially and the allocation cost is just a pointer bump. Allocation cost can be a bit higher if you use final fields as they require memory fence on some platforms (namely ARM/Power), on x86 it is free, though.
Assuming you find GC is an issue (as others point out it might not be) you will be implementing your own memory management for you special case i.e. a class which suffers massive churn. Give object pooling a go, I've seen cases where it works quite well. Implementing object pools is a well trodden path so no need to re-visit here, look out for:
multi-threading: using thread local pools might work for your case
backing data structure: consider using ArrayDeque as it performs well on remove and has no allocation overhead
limit the size of your pool :)
Measure before/after etc,etc
I've met a similar problem. First of all, try to reduce the size of the small objects. We introduced some default field values referencing them in each object instance.
For example, MouseEvent has a reference to Point class. We cached Points and referenced them instead of creating new instances. The same for, for example, empty strings.
Another source was multiple booleans which were replaced with one int and for each boolean we use just one byte of the int.
I dealt with this scenario with some XML processing code some time ago. I found myself creating millions of XML tag objects which were very small (usually just a string) and extremely short-lived (failure of an XPath check meant no-match so discard).
I did some serious testing and came to the conclusion that I could only achieve about a 7% improvement on speed using a list of discarded tags instead of making new ones. However, once implemented I found that the free queue needed a mechanism added to prune it if it got too big - this completely nullified my optimisation so I switched it to an option.
In summary - probably not worth it - but I'm glad to see you are thinking about it, it shows you care.
Given that you are writing a chess program there are some special techniques you can use for decent performance. One simple approach is to create a large array of longs (or bytes) and treat it as a stack. Each time your move generator creates moves it pushes a couple of numbers onto the stack, e.g. move from square and move to square. As you evaluate the search tree you will be popping off moves and updating a board representation.
If you want expressive power use objects. If you want speed (in this case) go native.
One solution I've used for such search algorithms is to create just one Move object, mutate it with new move, and then undo the move before leaving the scope. You are probably analyzing just one move at a time, and then just storing the best move somewhere.
If that's not feasible for some reason, and you want to decrease peak memory usage, a good article about memory efficiency is here: http://www.cs.virginia.edu/kim/publicity/pldi09tutorials/memory-efficient-java-tutorial.pdf
Just create your millions of objects and write your code in the proper way: don't keep unnecessary references to these objects. GC will do the dirty job for you. You can play around with verbose GC as mentioned to see if they are really GC'd. Java IS about creating and releasing objects. :)
I think you should read about stack allocation in Java and escape analysis.
Because if you go deeper into this topic you may find that your objects are not even allocated on the heap, and they are not collected by GC the way that objects on the heap are.
There is a wikipedia explanation of escape analysis, with example of how this works in Java:
http://en.wikipedia.org/wiki/Escape_analysis
I am not a big fan of GC, so I always try finding ways around it. In this case I would suggest using Object Pool pattern:
The idea is to avoid creating new objects by store them in a stack so you can reuse it later.
Class MyPool
{
LinkedList<Objects> stack;
Object getObject(); // takes from stack, if it's empty creates new one
Object returnObject(); // adds to stack
}
Object pools provide tremendous (sometime 10x) improvements over object allocation on the heap. But the above implementation using a linked list is both naive and wrong! The linked list creates objects to manage its internal structure nullifying the effort.
A Ringbuffer using an array of objects work well. In the example give (a chess programm managing moves) the Ringbuffer should be wrapped into a holder object for the list of all computed moves. Only the moves holder object references would then be passed around.

Is it possible to mark java objects non-collectable from gc perspective to save on gc-sweep time?

Is it possible to mark java objects non-collectable from gc perspective to save on gc-sweep time?
Something along the lines of http://wwwasd.web.cern.ch/wwwasd/lhc++/Objectivity/V5.2/Java/guide/jgdStorage.fm.html and specifically non-garbage-collectible containers there (non-garbage-collectable?).
The problem is that I have lots of ordinary temporary objects, but I have even bigger (several Gigs) of objects that are stored for Cache purposes. For no reason should the Java GC traverse all those Cache gigabytes trying to find anything to collect, because they contain cached data which have their own timeouts.
This way I could partition my data in a custom way into infinite-lived and normal-lived objects, and hopefully GC would be quite fast because normal objects don't live so long and amount to smaller amounts.
There are some workarounds to this problem, such as Apache DirectMemory and Commercial Terracotta BigMemory(http://terracotta.org/products/bigmemory), but a java-native solution would be nicer (I mean free and probably more reliable?). Also I want to avoid serialization overhead which means it should happen within same jvm. To my understanding DirectMemory and BigMemory operate mainly off heap which means that the objects must be serialized/deserialized to/from memory outside jvm. Simply marking non-gc regions within the jvm would seem a better solution. Using Files for cache is not an option either, it has the same unaffordable serialization/deserialization overhead - use case is a HA server with lots of data used in random (human) order and low latency needed.
Any memory the JVM manages is also garbage-collected by the JVM. And any “live” objects which are directly available to Java methods without deserialization have to live in JVM memory. Therefore in my understanding you cannot have live objects which are immune to garbage collection.
On the other hand, the usage you describe should make the generational approach to garbage collection quite efficient. If your big objects stay around for a while, they will be checked for reclamation less often. So I doubt there is much to be gained from avoiding those checks.
Is it possible to mark java objects non-collectable from gc perspective to save on gc-sweep time?
No it is not possible.
You can prevent objects from being garbage collected by keeping them reachable, but the GC will still need to trace them to check reachability on each full; GC (at least).
Is simply my assumption, that when the jvm is starving it begins scanning all those unnecessary objects too.
Yes. That is correct. However, unless you've got LOTS of objects that you want to be treated this way, the overhead is likely to be insignificant. (And anyway, a better idea is to give the JVM more memory ... if that is possible.)
Quite simply, for you to be able to do this, the garbage collection algorithm would need to be aware of such a flag, and take it into account when doing its work.
I'm not aware of any of the standard GC algorithms having such a flag, so for this to work you would need to write your own GC algorithm (after deciding on some feasible way to communicate this information to it).
In principle, in fact, you've already started down this track - you're deciding how garbage collection should be done rather than being happy to leaving it to the JVM's GC algo. Is the situation you describe a measurable problem for you; something for which the existing garbage collection is insufficient, but your plan would work? Garbage collectors are extremely well-tuned, so I wouldn't be surprised if the "inefficient" default strategy is actually faster than your naively-optimal one.
(Doing manual memory management is tricky and error-prone at the best of times; managing some memory yourself while using a stock garbage collector to handle the rest seems even worse. I expect you'd run into a lot of edge cases where the GC assumes it "knows" what's happening with the whole heap, which would no longer be true. Steer clear if you can...)
The recommended approaches would be to use either a commerical RTSJ implementation to avoid GC, or to use off heap memory. One could also look into soft references for caches as well (they do get collected).
This is not recommended:
If for some reason you do not believe these options are sufficient, you could look into direct memory access which is UNSAFE (part of sun.misc.Unsafe). You can use the 'theUnsafe' field to get the 'Unsafe' instance. Unsafe allows to allocation/deallocate memory via 'allocateMemory' and 'freeMemory'. This is not under GC control nor limited by JVM heap size. The impact on GC/application, once you go down this route, is not guaranteed - which is why using byte buffers might be the way to go (if you're not using a RTSJ like implementation).
Hope this helps.
Living Java objects will always be part of the GC life cycle. Or said another way, marking an object to be non-gc is the same order of overhead than having your object referenced by a root reference (a static final map for instance).
But thinking a bit further, data put in a cache are most likely to be temporary, and would eventually be evicted. At that point you will start again to like the JVM and the GC.
If you have 100's of GBs of permanent data, you may want to rethink the architecture of your application, and try to shard and distribute your data (horizontally scalability).
Last but not least, lots of work has been done around serialization, and the overhead of serialization (I'm not speaking about the poor reputation of ObjectInputStream and ObjectOutputStream) is not that big.
More than that, if your data is mainly composed of primitive types (including bytes array), there is efficient way to readInt() or readBytes() from off heap buffers (for instannce netty.io's ChannelBuffer). This could be a way to go.

What does flushing thread local memory to global memory mean?

I am aware that the purpose of volatile variables in Java is that writes to such variables are immediately visible to other threads. I am also aware that one of the effects of a synchronized block is to flush thread-local memory to global memory.
I have never fully understood the references to 'thread-local' memory in this context. I understand that data which only exists on the stack is thread-local, but when talking about objects on the heap my understanding becomes hazy.
I was hoping that to get comments on the following points:
When executing on a machine with multiple processors, does flushing thread-local memory simply refer to the flushing of the CPU cache into RAM?
When executing on a uniprocessor machine, does this mean anything at all?
If it is possible for the heap to have the same variable at two different memory locations (each accessed by a different thread), under what circumstances would this arise? What implications does this have to garbage collection? How aggressively do VMs do this kind of thing?
(EDIT: adding question 4) What data is flushed when exiting a synchronized block? Is it everything that the thread has locally? Is it only writes that were made inside the synchronized block?
Object x = goGetXFromHeap(); // x.f is 1 here
Object y = goGetYFromHeap(); // y.f is 11 here
Object z = goGetZFromHead(); // z.f is 111 here
y.f = 12;
synchronized(x)
{
x.f = 2;
z.f = 112;
}
// will only x be flushed on exit of the block?
// will the update to y get flushed?
// will the update to z get flushed?
Overall, I think am trying to understand whether thread-local means memory that is physically accessible by only one CPU or if there is logical thread-local heap partitioning done by the VM?
Any links to presentations or documentation would be immensely helpful. I have spent time researching this, and although I have found lots of nice literature, I haven't been able to satisfy my curiosity regarding the different situations & definitions of thread-local memory.
Thanks very much.
The flush you are talking about is known as a "memory barrier". It means that the CPU makes sure that what it sees of the RAM is also viewable from other CPU/cores. It implies two things:
The JIT compiler flushes the CPU registers. Normally, the code may kept a copy of some globally visible data (e.g. instance field contents) in CPU registers. Registers cannot be seen from other threads. Thus, half the work of synchronized is to make sure that no such cache is maintained.
The synchronized implementation also performs a memory barrier to make sure that all the changes to RAM from the current core are propagated to main RAM (or that at least all other cores are aware that this core has the latest values -- cache coherency protocols can be quite complex).
The second job is trivial on uniprocessor systems (I mean, systems with a single CPU which has as single core) but uniprocessor systems tend to become rarer nowadays.
As for thread-local heaps, this can theoretically be done, but it is usually not worth the effort because nothing tells what parts of the memory are to be flushed with a synchronized. This is a limitation of the threads-with-shared-memory model: all memory is supposed to be shared. At the first encountered synchronized, the JVM should then flush all its "thread-local heap objects" to the main RAM.
Yet recent JVM from Sun can perform an "escape analysis" in which a JVM succeeds in proving that some instances never become visible from other threads. This is typical of, for instance, StringBuilder instances created by javac to handle concatenation of strings. If the instance is never passed as parameter to other methods then it does not become "globally visible". This makes it eligible for a thread-local heap allocation, or even, under the right circumstances, for stack-based allocation. Note that in this situation there is no duplication; the instance is not in "two places at the same time". It is only that the JVM can keep the instance in a private place which does not incur the cost of a memory barrier.
It is really an implementation detail if the current content of the memory of an object that is not synchronized is visible to another thread.
Certainly, there are limits, in that all memory is not kept in duplicate, and not all instructions are reordered, but the point is that the underlying JVM has the option if it finds it to be a more optimized way to do that.
The thing is that the heap is really "properly" stored in main memory, but accessing main memory is slow compared to access the CPU's cache or keeping the value in a register inside the CPU. By requiring that the value be written out to memory (which is what synchronization does, at least when the lock is released) it forcing the write to main memory. If the JVM is free to ignore that, it can gain performance.
In terms of what will happen on a one CPU system, multiple threads could still keep values in a cache or register, even while executing another thread. There is no guarantee that there is any scenario where a value is visible to another thread without synchronization, although it is obviously more likely. Outside of mobile devices, of course, the single-CPU is going the way of floppy disks, so this is not going to be a very relevant consideration for long.
For more reading, I recommend Java Concurrency in Practice. It is really a great practical book on the subject.
It's not as simple as CPU-Cache-RAM. That's all wrapped up in the JVM and the JIT and they add their own behaviors.
Take a look at The "Double-Checked Locking is Broken" Declaration. It's a treatise on why double-checked locking doesn't work, but it also explains some of the nuances of Java's memory model.
One excellent document for highlighting the kinds of problems involved, is the PDF from the JavaOne 2009 Technical Session
This Is Not Your Father's Von Neumann Machine: How Modern Architecture Impacts Your Java Apps
By Cliff Click, Azul Systems; Brian Goetz, Sun Microsystems, Inc.

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