Dynamic memory management with FreeBASIC
Managing Dynamic Memory (Allocation / Deallocation) with FreeBASIC
Preamble:
FreeBASIC supports three basic types of memory allocation:
If the size of everything must be declared at compile time, the best is try to estimate the maximum size of the variables needed and hope this will be enough.
This is a bad solution for at least third reasons:
- Static allocation occurs for static and global variables: Memory is allocated once when the program runs and persists throughout the life of the program.
- Stack allocation occurs for procedure parameters and local variables: Memory is allocated when the corresponding block is entered, and released when the block is left, as many times as necessary.
- Dynamic allocation is the subject of this page.
Static allocation and stack allocation have two things in common:- Stack allocation occurs for procedure parameters and local variables: Memory is allocated when the corresponding block is entered, and released when the block is left, as many times as necessary.
- Dynamic allocation is the subject of this page.
- The size of the variable must be known at compile time.
- Memory allocation and deallocation occur automatically (when the variable is instantiated then destroyed). The user can not anticipate the destruction of such a variable.
Most of the time, that is fine. However, there are situations where one or other of these constraints cause problems (when the memory needed depends on user input, the sizing can only be determined during run-time).- Memory allocation and deallocation occur automatically (when the variable is instantiated then destroyed). The user can not anticipate the destruction of such a variable.
If the size of everything must be declared at compile time, the best is try to estimate the maximum size of the variables needed and hope this will be enough.
This is a bad solution for at least third reasons:
- First, it leads to wasting memory if it is not fully used.
- Second, most normal variables are allocated in a part of the memory called the stack. The amount of stack memory for a program is usually quite low (1 MB or 2 MB by default). If exceeding this number, the stack overflow will occur, and the program will abort.
- Third, and most importantly, this can lead to artificial limitations and / or overflows. What happens if the required memory becomes greater than the reserved memory (stopping the program, emitting message to user, ...).
Fortunately, these problems are easily solved through the dynamic allocation of memory. Dynamic memory allocation is a way of running programs to request memory from the operating system when needed. This memory does not come from the program's limited stack memory, but it is rather allocated from a much larger memory pool managed by the operating system called heap. On modern machines, the heap can have a size of several gigabytes.- Second, most normal variables are allocated in a part of the memory called the stack. The amount of stack memory for a program is usually quite low (1 MB or 2 MB by default). If exceeding this number, the stack overflow will occur, and the program will abort.
- Third, and most importantly, this can lead to artificial limitations and / or overflows. What happens if the required memory becomes greater than the reserved memory (stopping the program, emitting message to user, ...).
Keywords for dynamic memory allocation
There are two sets of keyword for dynamic allocation / deallocation:
- Allocate / Callocate / Reallocate / Deallocate: for raw memory allocation then deallocation, for simple pre-defined types or buffers (as numeric pre-defined types, user buffer, ...).
- New / Delete: for memory allocation + construction then destruction + deallocation, for object type (as var-len strings, UDTs, ...).
Mixing keywords between these two sets is very strongly discouraged when managing a same memory block.- New / Delete: for memory allocation + construction then destruction + deallocation, for object type (as var-len strings, UDTs, ...).
Dynamic memory allocation management by using Allocate / Callocate / Reallocate / Deallocate
For each keyword, see the detailed syntax, precise description and examples in the individual documentation pages.
Additional functionalities and tips for use:
Additional functionalities and tips for use:
- Allocate / Callocate / Reallocate allows to know if memory allocation is successful (otherwise a null pointer is returned).
- Even if the allocated memory size is requested for 0 Byte, a non null pointer is returned and its value should be used to then release the allocation (except for Reallocate(pointer, 0) which behaves similar to Deallocate).
- For memory deallocation, Deallocate can be called on any type of pointer (with the right value anyway).
- If the user absolutely wants to use this type of allocation for an object (for example to be able to do reallocation), it's up to him to manually call if necessary the constructor and the destructor (by using member access operator) at the right way.
- After deallocation, the pointer value becomes invalid (pointing to an invalid memory address), and its reuse (for dereferencing or calling Deallocate again) will result in undefined behavior.
- Even if the allocated memory size is requested for 0 Byte, a non null pointer is returned and its value should be used to then release the allocation (except for Reallocate(pointer, 0) which behaves similar to Deallocate).
- For memory deallocation, Deallocate can be called on any type of pointer (with the right value anyway).
- If the user absolutely wants to use this type of allocation for an object (for example to be able to do reallocation), it's up to him to manually call if necessary the constructor and the destructor (by using member access operator) at the right way.
- After deallocation, the pointer value becomes invalid (pointing to an invalid memory address), and its reuse (for dereferencing or calling Deallocate again) will result in undefined behavior.
Dynamic memory allocation management by using New / Delete
For each keyword, see the detailed syntax, precise description and examples in the individual documentation pages.
Additional functionalities and tips for use:
Additional functionalities and tips for use:
- Before, New did not signal if memory allocation was successful (program hangs). Problem solved from fbc rev 1.06, by returning a null pointer if New fails.
- Even if the allocated memory size is requested for 0 Byte (New predefined_datatype[0]), a non null pointer is returned and its value should be used to then release the allocation.
- For object destruction and memory deallocation, Delete must be called on a proper typed pointer (otherwise the object destructor will not be called or miscalled, and that may result in a memory leak or even a crash with Delete[]).
- The user can also use this type of allocation for a simple pre-defined types (except for the fix-len strings), but this does not functionally add anything, except a simpler usage syntax for allocation.
- After destruction + deallocation, the pointer value becomes invalid (pointing to an invalid memory address), and its reuse (for dereferencing or calling Delete again) will result in undefined behavior.
- If used, the special Placement New (using memory already allocated) induces only object construction, so use Delete is forbidden (to avoid double request of deallocation). If necessary, the only destruction of the object must be manually do by user (calling the destructor by using member access operator).
- Even if the allocated memory size is requested for 0 Byte (New predefined_datatype[0]), a non null pointer is returned and its value should be used to then release the allocation.
- For object destruction and memory deallocation, Delete must be called on a proper typed pointer (otherwise the object destructor will not be called or miscalled, and that may result in a memory leak or even a crash with Delete[]).
- The user can also use this type of allocation for a simple pre-defined types (except for the fix-len strings), but this does not functionally add anything, except a simpler usage syntax for allocation.
- After destruction + deallocation, the pointer value becomes invalid (pointing to an invalid memory address), and its reuse (for dereferencing or calling Delete again) will result in undefined behavior.
- If used, the special Placement New (using memory already allocated) induces only object construction, so use Delete is forbidden (to avoid double request of deallocation). If necessary, the only destruction of the object must be manually do by user (calling the destructor by using member access operator).
Variant by using Redim / Erase
FreeBASIC also supports dynamic arrays (variable-length arrays).
The memory used by a dynamic array to store its elements is allocated at run-time in the heap. Dynamic arrays can contain simple types as well as complex objects.
By using Redim, the user does not need to call the constructor / destructor because Redim does this automatically when adding / removing element. Erase then destroys all the remaining elements to completely free the memory allocated to them.
The memory used by a dynamic array to store its elements is allocated at run-time in the heap. Dynamic arrays can contain simple types as well as complex objects.
By using Redim, the user does not need to call the constructor / destructor because Redim does this automatically when adding / removing element. Erase then destroys all the remaining elements to completely free the memory allocated to them.
Use cases by comparing 4 methods
Usage example on a set of objects, by comparing 4 methods:
Specific dynamic image buffer allocation by using Imagecreate / Imagedestroy
- 3 then 4 objects: Callocate, Reallocate, Deallocate, (+ .constructor + .destructor).
- 3 objects: New, Delete.
- 3 objects: Placement New, (+ .destructor).
- 3 then 4 objects: Redim, Erase.
- 3 objects: New, Delete.
- 3 objects: Placement New, (+ .destructor).
- 3 then 4 objects: Redim, Erase.
Type UDT
Dim As String S = "FreeBASIC" '' induce an implicit constructor and destructor
End Type
' 3 then 4 objects: Callocate, Reallocate, Deallocate, (+ .constructor + .destructor)
Dim As UDT Ptr p1 = CAllocate(3, SizeOf(UDT)) '' allocate cleared memory for 3 elements (string descriptors cleared,
'' but maybe useless because of the constructor's call right behind)
For I As Integer = 0 To 2
p1[I].Constructor() '' call the constructor on each element
Next I
For I As Integer = 0 To 2
p1[I].S &= Str(I) '' add the element number to the string of each element
Next I
For I As Integer = 0 To 2
Print "'" & p1[I].S & "'", '' print each element string
Next I
Print
p1 = Reallocate(p1, 4 * SizeOf(UDT)) '' reallocate memory for one additional element
Clear p1[3], 0, 3 * SizeOf(Integer) '' clear the descriptor of the additional element,
'' but maybe useless because of the constructor's call right behind
p1[3].Constructor() '' call the constructor on the additional element
p1[3].S &= Str(3) '' add the element number to the string of the additional element
For I As Integer = 0 To 3
Print "'" & p1[I].S & "'", '' print each element string
Next I
Print
For I As Integer = 0 To 3
p1[I].Destructor() '' call the destructor on each element
Next I
Deallocate(p1) '' deallocate the memory
Print
' 3 objects: New, Delete
Dim As UDT Ptr p2 = New UDT[3] '' allocate memory and construct 3 elements
For I As Integer = 0 To 2
p2[I].S &= Str(I) '' add the element number to the string of each element
Next I
For I As Integer = 0 To 2
Print "'" & p2[I].S & "'", '' print each element string
Next I
Print
Delete [] p2 '' destroy the 3 element and deallocate the memory
Print
' 3 objects: Placement New, (+ .destructor)
ReDim As Byte array(0 To 3 * SizeOf(UDT) - 1) '' allocate buffer for 3 elements
Dim As Any Ptr p = @array(0)
Dim As UDT Ptr p3 = New(p) UDT[3] '' only construct the 3 elements in the buffer (placement New)
For I As Integer = 0 To 2
p3[I].S &= Str(I) '' add the element number to the string of each element
Next I
For I As Integer = 0 To 2
Print "'" & p3[I].S & "'", '' print each element string
Next I
Print
For I As Integer = 0 To 2
p3[I].Destructor() '' call the destructor on each element
Next I
Erase array '' deallocate the buffer
Print
' 3 then 4 objects: Redim, Erase
ReDim As UDT p4(0 To 2) '' define a dynamic array of 3 elements
For I As Integer = 0 To 2
p4(I).S &= Str(I) '' add the element number to the string of each element
Next I
For I As Integer = 0 To 2
Print "'" & p4(I).S & "'", '' print each element string
Next I
Print
ReDim Preserve p4(0 To 3) '' resize the dynamic array for one additional element
p4(3).S &= Str(3) '' add the element number to the string of the additional element
For I As Integer = 0 To 3
Print "'" & p4(I).S & "'", '' print each element string
Next I
Print
Erase p4 '' erase the dynamic array
Print
Sleep
Output:Dim As String S = "FreeBASIC" '' induce an implicit constructor and destructor
End Type
' 3 then 4 objects: Callocate, Reallocate, Deallocate, (+ .constructor + .destructor)
Dim As UDT Ptr p1 = CAllocate(3, SizeOf(UDT)) '' allocate cleared memory for 3 elements (string descriptors cleared,
'' but maybe useless because of the constructor's call right behind)
For I As Integer = 0 To 2
p1[I].Constructor() '' call the constructor on each element
Next I
For I As Integer = 0 To 2
p1[I].S &= Str(I) '' add the element number to the string of each element
Next I
For I As Integer = 0 To 2
Print "'" & p1[I].S & "'", '' print each element string
Next I
p1 = Reallocate(p1, 4 * SizeOf(UDT)) '' reallocate memory for one additional element
Clear p1[3], 0, 3 * SizeOf(Integer) '' clear the descriptor of the additional element,
'' but maybe useless because of the constructor's call right behind
p1[3].Constructor() '' call the constructor on the additional element
p1[3].S &= Str(3) '' add the element number to the string of the additional element
For I As Integer = 0 To 3
Print "'" & p1[I].S & "'", '' print each element string
Next I
For I As Integer = 0 To 3
p1[I].Destructor() '' call the destructor on each element
Next I
Deallocate(p1) '' deallocate the memory
' 3 objects: New, Delete
Dim As UDT Ptr p2 = New UDT[3] '' allocate memory and construct 3 elements
For I As Integer = 0 To 2
p2[I].S &= Str(I) '' add the element number to the string of each element
Next I
For I As Integer = 0 To 2
Print "'" & p2[I].S & "'", '' print each element string
Next I
Delete [] p2 '' destroy the 3 element and deallocate the memory
' 3 objects: Placement New, (+ .destructor)
ReDim As Byte array(0 To 3 * SizeOf(UDT) - 1) '' allocate buffer for 3 elements
Dim As Any Ptr p = @array(0)
Dim As UDT Ptr p3 = New(p) UDT[3] '' only construct the 3 elements in the buffer (placement New)
For I As Integer = 0 To 2
p3[I].S &= Str(I) '' add the element number to the string of each element
Next I
For I As Integer = 0 To 2
Print "'" & p3[I].S & "'", '' print each element string
Next I
For I As Integer = 0 To 2
p3[I].Destructor() '' call the destructor on each element
Next I
Erase array '' deallocate the buffer
' 3 then 4 objects: Redim, Erase
ReDim As UDT p4(0 To 2) '' define a dynamic array of 3 elements
For I As Integer = 0 To 2
p4(I).S &= Str(I) '' add the element number to the string of each element
Next I
For I As Integer = 0 To 2
Print "'" & p4(I).S & "'", '' print each element string
Next I
ReDim Preserve p4(0 To 3) '' resize the dynamic array for one additional element
p4(3).S &= Str(3) '' add the element number to the string of the additional element
For I As Integer = 0 To 3
Print "'" & p4(I).S & "'", '' print each element string
Next I
Erase p4 '' erase the dynamic array
Sleep
'FreeBASIC0' 'FreeBASIC1' 'FreeBASIC2' 'FreeBASIC0' 'FreeBASIC1' 'FreeBASIC2' 'FreeBASIC3' 'FreeBASIC0' 'FreeBASIC1' 'FreeBASIC2' 'FreeBASIC0' 'FreeBASIC1' 'FreeBASIC2' 'FreeBASIC0' 'FreeBASIC1' 'FreeBASIC2' 'FreeBASIC0' 'FreeBASIC1' 'FreeBASIC2' 'FreeBASIC3'
ImageCreate allocates and initializes storage for an image.
The resulting image buffer can be used in drawing procedures while in any screen mode, and across mode changes, as long as the color depth of the image buffer matches that of the graphics screen.
Imagedestroy destroys and deallocates storage for an image.
The resulting image buffer can be used in drawing procedures while in any screen mode, and across mode changes, as long as the color depth of the image buffer matches that of the graphics screen.
Imagedestroy destroys and deallocates storage for an image.
See also:
Back to Programmer's Guide