The point of Dispose is to free unmanaged resources. It needs to be done at some point, otherwise they will never be cleaned up. The garbage collector doesn't know how to call
DeleteHandle() on a variable of type IntPtr, it doesn't know whether or not it needs to call DeleteHandle().Note: What is an unmanaged resource? If you found it in the Microsoft .NET Framework: it's managed. If you went poking around MSDN yourself, it's unmanaged. Anything you've used P/Invoke calls to get outside of the nice comfy world of everything available to you in the .NET Framwork is unmanaged - and you're now responsible for cleaning it up.
The object that you've created needs to expose some method, that the outside world can call, in order to clean up unmanaged resources. There is even a standardized name for this method:
public void Dispose()
There was even an interface created,
IDisposable, that has just that one method:public interface IDisposable
{
void Dispose()
}
So you make your object expose the
IDisposable interface, and that way you promise that you've written that single method to clean up your unmanaged resources:public void Dispose()
{
Win32.DestroyHandle(this.gdiCursorBitmapStreamFileHandle);
}
And you're done. Except you can do better.
What if your object has allocated a 250MB System.Drawing.Bitmap (i.e. the .NET managed Bitmap class) as some sort of frame buffer? Sure, this is a managed .NET object, and the garbage collector will free it. But do you really want to leave 250MB of memory just sitting there - waiting for the garbage collector to eventually come along and free it? What if there's an open database connection? Surely we don't want that connection sitting open, waiting for the GC to finalize the object.
If the user has called
Dispose() (meaning they no longer plan to use the object) why not get rid of those wasteful bitmaps and database connections?
So now we will:
- get rid of unmanaged resources (because we have to), and
- get rid of managed resources (because we want to be helpful)
So let's update our
Dispose() method to get rid of those managed objects:public void Dispose()
{
//Free unmanaged resources
Win32.DestroyHandle(this.gdiCursorBitmapStreamFileHandle);
//Free managed resources too
if (this.databaseConnection != null)
{
this.databaseConnection.Dispose();
this.databaseConnection = null;
}
if (this.frameBufferImage != null)
{
this.frameBufferImage.Dispose();
this.frameBufferImage = null;
}
}
And all is good, except you can do better!
What if the person forgot to call
Dispose() on your object? Then they would leak some unmanagedresources!Note: They won't leak managed resources, because eventually the garbage collector is going to run, on a background thread, and free the memory associated with any unused objects. This will include your object, and any managed objects you use (e.g. the Bitmap and the DbConnection).
If the person forgot to call
Dispose(), we can still save their bacon! We still have a way to call it forthem: when the garbage collector finally gets around to freeing (i.e. finalizing) our object.Note: The garbage collector will eventually free all managed objects. When it does, it calls theFinalizemethod on the object. The GC doesn't know, or care, about your Dispose method. That was just a name we chose for a method we call when we want to get rid of unmanaged stuff.
The destruction of our object by the Garbage collector is the perfect time to free those pesky unmanaged resources. We do this by overriding the
Finalize() method.
Note: In C#, you don't explicitly override the
Finalize() method. You write a method that looks like aC++ destructor, and the compiler takes that to be your implementation of the Finalize() method:~MyObject()
{
//we're being finalized (i.e. destroyed), call Dispose in case the user forgot to
Dispose(); //<--Warning: subtle bug! Keep reading!
}
But there's a bug in that code. You see, the garbage collector runs on a background thread; you don't know the order in which two objects are destroyed. It is entirely possible that in your
Dispose() code, the managed object you're trying to get rid of (because you wanted to be helpful) is no longer there:public void Dispose()
{
//Free unmanaged resources
Win32.DestroyHandle(this.gdiCursorBitmapStreamFileHandle);
//Free managed resources too
if (this.databaseConnection != null)
{
this.databaseConnection.Dispose(); <-- crash, GC already destroyed it
this.databaseConnection = null;
}
if (this.frameBufferImage != null)
{
this.frameBufferImage.Dispose(); <-- crash, GC already destroyed it
this.frameBufferImage = null;
}
}
So what you need is way for
Finalize() to tell Dispose() that it should not touch any managedresources (because they might not be there anymore), while still freeing unmanaged resources.
The standard pattern to do this is to have
Finalize() and Dispose() both call a third(!) method; where you pass a Boolean saying if you're calling it from Dispose() (as opposed to Finalize()), meaning it's safe to free managed resources.
This internal method could be given some arbitrary name like "CoreDispose", or "MyInternalDispose", but is tradition to call it
Dispose(Boolean):protected void Dispose(Boolean disposing)
But a more helpful parameter name might be:
protected void Dispose(Boolean freeManagedObjectsAlso)
{
//Free unmanaged resources
Win32.DestroyHandle(this.gdiCursorBitmapStreamFileHandle);
//Free managed resources too, but only if i'm being called from Dispose
//(If i'm being called from Finalize then the objects might not exist
//anymore
if (freeManagedObjectsAlso)
{
if (this.databaseConnection != null)
{
this.databaseConnection.Dispose();
this.databaseConnection = null;
}
if (this.frameBufferImage != null)
{
this.frameBufferImage.Dispose();
this.frameBufferImage = null;
}
}
}
And you change your implementation of the
IDisposable.Dipose() method to:public void Dispose()
{
Dispose(true); //i am calling you from Dispose, it's safe
}
and your finalizer to:
public ~MyObject()
{
Dispose(false); //i am *not* calling you from Dispose, it's *not* safe
}
Note: If your object descends from an object that implements Dispose, then don't forget to call theirbase Dispose method when you overrode Dispose:public Dispose() { try { Dispose(true); //true: safe to free managed resources } finally { base.Dispose(); } }
And all is good, except you can do better!
If the user calls
Dispose() on your object, then everything has been cleaned up. Later on, when the garbage collector comes along and calls Finalize, it will then call Dispose again.
Not only is this wasteful, but if your object has junk references to objects you already disposed of from the last call to
Dispose(), you'll try to dispose them again!
You'll notice in my code i was careful to remove references to objects that i've disposed, so i don't try to call Dispose on a junk object reference. But that didn't stop a subtle bug from creeping in.
When the user calls
Dispose(): the handle gdiCursorBitmapStreamFileHandle is destroyed. Later when the garbage collector runs, it will try to destroy the same handle again.protected void Dispose(Boolean iAmBeingCalledFromDisposeAndNotFinalize)
{
//Free unmanaged resources
Win32.DestroyHandle(this.gdiCursorBitmapStreamFileHandle); <--double destroy
...
}
The way you fix this is tell the garbage collector that it doesn't need to bother finalizing the object - its resources have already been cleaned up, and no more work is needed. You do this by calling
GC.SuppressFinalize() in the Dispose() method:public void Dispose()
{
Dispose(true); //i am calling you from Dispose, it's safe
GC.SuppressFinalize(this); //Hey, GC: don't bother calling finalize later
}
Now that the user has called
Dispose(), we have:- freed unmanaged resources
- freed managed resources
There's no point in the GC running the finalizer - everything's taken care of.
To answer your original question: Why not release memory now, rather than for when the GC decides to do it? i have a facial recognition software that needs to get rid of 530 MB of internal images now, since they're no longer needed. When we don't: the machine grinds to a swapping halt.
Bonus Reading
For anyone who likes the style of this answer (explaining the why, so the how becomes obvious), i suggest you read Chapter One of Don Box's Essential COM:
- Direct link: Chapter 1 sample by Pearson Publishing
- magnet: 84bf0b960936d677190a2be355858e80ef7542c0
In 35 pages he explains the problems of using binary objects, and invents COM before your eyes. Once you realize the why of COM, the remaining 300 pages are obvious, and just detail Microsoft's implementation.
i think every programmer who has ever dealt with objects or COM should at the very least the first chapter. It is the best explanation of anything ever.