c heap memory layout - c

I'm working on a fairly involved c program that is using a linked list of structures. There is a global variable declared at the top of one of my .c files (queue_head). This variable is now getting overwritten mysteriously, which causes seg faults.
Is there some way to find out the layout of my variables in memory. My best guess as to the cause is that something is writing past the end of it's memory and overwriting the queue_head memory location.
To test that I reversed the positions of queue_head and queue_tail in my source file, and the next time I ran the program, queue_tail was getting corrupted but queue_head was fine.
Of course it could be an errant pointer, but my belief is that it's something behind it in memory getting written to past it's memory allocation.
Is there a way to see how c maps out the variables short of disassembly?

Variables are generally laid out in order of appearance in file, but if program has several files, then it's harder to predict. You can print their addresses to find possible offender:
printf("%p %p\n", &queue_head, &fishy_var);
But what's good in finding previous variable? It might well happen that broken code doesn't reference it directly.
A better approach is to use debugger. For example if you can run program in gdb, then you can use watchpoint to break at location where memory gets corrupted: watch queue_head. After this program will break every time value of queue_head changes, including legitimate uses. To isolate legitimate uses add dummy pointer variable just before queue_head and watch it:
void *fishy_var;
queue *queue_head;
And then in gdb:
break main
run
watch fishy_var
continue
This should lead right to the offending code.
Note, that you'd better put printf I showed earlier at the start of main, to 1. make sure variables are consecutive in memory and 2. make sure compiler doesn't optimize away unused fishy_var.

From most compilers (or more likely linkers), you can generate a .map file, which will list all global variables and functions.
You don't mention which compiler you use, but for gcc this will answer your question.
Basically, add this to your gcc line:
-Xlinker -Map=output.map

Related

How to undeclare (delete) variable in C?

Like we do with macros:
#undef SOMEMACRO
Can we also undeclare or delete the variables in C, so that we can save a lot of memory?
I know about malloc() and free(), but I want to delete the variables completely so that if I use printf("%d", a); I should get error
test.c:4:14: error: ‘a’ undeclared (first use in this function)
No, but you can create small minimum scopes to achieve this since all scope local variables are destroyed when the scope is exit. Something like this:
void foo() {
// some codes
// ...
{ // create an extra minimum scope where a is needed
int a;
}
// a doesn't exist here
}
It's not a direct answer to the question, but it might bring some order and understanding on why this question has no proper answer and why "deleting" variables is impossible in C.
Point #1 What are variables?
Variables are a way for a programmer to assign a name to a memory space. This is important, because this means that a variable doesn't have to occupy any actual space! As long as the compiler has a way to keep track of the memory in question, a defined variable could be translated in many ways to occupy no space at all.
Consider: const int i = 10; A compiler could easily choose to substitute all instances of i into an immediate value. i would occupy 0 data memory in this case (depending on architecture it could increase code size). Alternatively, the compiler could store the value in a register and again, no stack nor heap space will be used. There's no point in "undefining" a label that exists mostly in the code and not necessarily in runtime.
Point #2 Where are variables stored?
After point #1 you already understand that this is not an easy question to answer as the compiler could do anything it wants without breaking your logic, but generally speaking, variables are stored on the stack. How the stack works is quite important for your question.
When a function is being called the machine takes the current location of the CPU's instruction pointer and the current stack pointer and pushes them into the stack, replacing the stack pointer to the next location on stack. It then jumps into the code of the function being called.
That function knows how many variables it has and how much space they need, so it moves the frame pointer to capture a frame that could occupy all the function's variables and then just uses stack. To simplify things, the function captures enough space for all it's variables right from the start and each variable has a well defined offset from the beginning of the function's stack frame*. The variables are also stored one after the other.
While you could manipulate the frame pointer after this action, it'll be too costly and mostly pointless - The running code only uses the last stack frame and could occupy all remaining stack if needed (stack is allocated at thread start) so "releasing" variables gives little benefit. Releasing a variable from the middle of the stack frame would require a defrag operation which would be very CPU costly and pointless to recover few bytes of memory.
Point #3: Let the compiler do its job
The last issue here is the simple fact that a compiler could do a much better job at optimizing your program than you probably could. Given the need, the compiler could detect variable scopes and overlap memory which can't be accessed simultaneously to reduce the programs memory consumption (-O3 compile flag).
There's no need for you to "release" variables since the compiler could do that without your knowledge anyway.
This is to complement all said before me about the variables being too small to matter and the fact that there's no mechanism to achieve what you asked.
* Languages that support dynamic-sized arrays could alter the stack frame to allocate space for that array only after the size of the array was calculated.
There is no way to do that in C nor in the vast majority of programming languages, certainly in all programming languages that I know.
And you would not save "a lot of memory". The amount of memory you would save if you did such a thing would be minuscule. Tiny. Not worth talking about.
The mechanism that would facilitate the purging of variables in such a way would probably occupy more memory than the variables you would purge.
The invocation of the code that would reclaim the code of individual variables would also occupy more space than the variables themselves.
So if there was a magic method purge() that purges variables, not only the implementation of purge() would be larger than any amount of memory you would ever hope to reclaim by purging variables in your program, but also, in int a; purge(a); the call to purge() would occupy more space than a itself.
That's because the variables that you are talking about are very small. The printf("%d", a); example that you provided shows that you are thinking of somehow reclaiming the memory occupied by individual int variables. Even if there was a way to do that, you would be saving something of the order of 4 bytes. The total amount of memory occupied by such variables is extremely small, because it is a direct function of how many variables you, as a programmer, declare by hand-typing their declarations. It would take years of typing on a keyboard doing nothing but mindlessly declaring variables before you would declare a number of int variables occupying an amount of memory worth speaking of.
Well, you can use blocks ({ }) and defining a variable as late as possible to limit the scope where it exists.
But unless the variable's address is taken, doing so has no influence on the generated code at all, as the compiler's determination of the scope where it has to keep the variable's value is not significantly impacted.
If the variable's address is taken, failure of escape-analysis, mostly due to inlining-barriers like separate compilation or allowing semantic interpositioning, can make the compiler assume it has to keep it alive till later in the block than strictly neccessary. That's rarely significant (don't worry about a handful of ints, and most often a few lines of code longer keeping it alive are insignificant), but best to keep it in mind for the rare case where it might matter.
If you are that concerned about the tiny amount of memory that is on the stack, then you're probably going to be interested in understanding the specifics of your compiler as well. You'll need to find out what it does when it compiles. The actual shape of the stack-frame is not specified by the C language. It is left to the compiler to figure out. To take an example from the currently accepted answer:
void foo() {
// some codes
// ...
{ // create an extra minimum scope where a is needed
int a;
}
// a doesn't exist here
}
This may or may not affect the memory usage of the function. If you were to do this in a mainstream compiler like gcc or Visual Studio, you would find that they optimize for speed rather than stack size, so they pre-allocate all of the stack space they need at the start of the function. They will do analysis to figure out the minimum pre-allocation needed, using your scoping and variable-usage analysis, but those algorithms literally wont' be affected by extra scoping. They're already smarter than that.
Other compilers, especially those for embedded platforms, may allocate the stack frame differently. On these platforms, such scoping may be the trick you needed. How do you tell the difference? The only options are:
Read the documentation
Try it, and see what works
Also, make sure you understand the exact nature of your problem. I worked on a particular embedded project which eschewed the stack for everything except return values and a few ints. When I pressed the senior developers about this silliness, they explained that on this particular application, stack space was at more of a premium than space for globally allocated variables. They had a process they had to go through to prove that the system would operate as intended, and this process was much easier for them if they allocated everything up front and avoided recursion. I guarantee you would never arrive at such a convoluted solution unless you first knew the exact nature of what you were solving.
As another solution you could look at, you could always build your own stack frames. Make a union of structs, where each struct contains the variables for one stack frame. Then keep track of them yourself. You could also look at functions like alloca, which can allow for growing the stack frame during the function call, if your compiler supports it.
Would a union of structs work? Try it. The answer is compiler dependent. If all variables are stored in memory on your particular device, then this approach will likely minimize stack usage. However, it could also substantially confuse register coloring algorithms, and result in an increase in stack usage! Try and see how it goes for you!

C - Investigating stack and heap contents program

How would I go about writing a C program that lists ALL the contents of stack and heap including its own variables and mallocations ?
The purpose of it is for me to be able to see what's going on in the memory as I write and test code.
The c standard doesn't explicitly mention a stack or a heap. That, along with the fact that variable and function names are compiled out, means that your task is impossible.
You could build your own compiler which would effectively be a debugging tool. But that would be ridiculous as such a thing would take a long time to build and you'd have to adapt it constantly as the standard evolves. Or you could use the output of a compiler that generates debugging symbols.
Better still, learn to use a good debugger.

C - calling a function via func_ptr, why doesnt it work?

i have the following code:
void print(const char* str){
system_call(4,1,str,strlen(str)); }
void foo2(void){ print("goo \n");}
void buz(void){ ...}
int main(){
char buf[256];
void (*func_ptr)(void)=(void(*)(void))buf;
memcpy(buf,foo2, ((void*)buz)-((void*)foo2));
func_ptr();
return 0;
}
the question is, why will this code fall?
the answer was, something about calling a function not via pointer is to a relative address, but i havent been able to figure out whats wrong here? which line is the problematic one?
thank you for your help
Well to begin with, there is nothing which says that foo2() and buz() must be next to each other in memory. And for another, as you guess, the code must be relative for stunts like that to work. But most of all, it is not allowed by the standard.
As Chris Luts referred to, stack (auto) variables are not executable on many operating systems, to protect from attacks.
The first two lines in your main() function are problematic.
Line 1. (void(*)(void))buf
converting buf to a function pointer is undefined
Line 2. ((void*)buz)-((void*)foo2)
subtraction of pointers is undefined unless the pointers point within the same array.
Also, Section 5.8 Functions of H&S says "Although a pointer to a function is often assumed to be the address of the function's code in memory, on some computers a function pointer actually points to a block of information needed to invoke the function."
First and foremost, C function pointers mechanism is for equal-signature function calling abstraction. This is powerful and error-prone enough without these stunts.
I can't see an advantage/sense in trying to copying code from one place to another. As some have commented, it's not easy to tell the amount of relativeness/rellocatable code within a C function.
You tried copying the code of a function onto a data memory region. Some microcontrollers would just told you "Buzz off!". On machine architectures that have data/program separated memories, given a very understanding compiler (or one that recognizes data/code modifiers/attributes), it would compile to the specific Code-Data Move instructions. It seams it would work... However, even in data/code separated memory archs, data-memory instruction execution is not possible.
On the other hand, in "normal" data/code shared memory PCs, likely it would also not work because data/code segments are declared (by the loader) on the MMU of the processor. Depending on the processor and OS, attempts to run code on data segments, is a segmentation fault.

Strange C program behaviour

I really have a strange situation. I'm making a Linux multi-threaded C application using all the nitty-gritty memory stuff involving char* strings, and I'm stuck in a really odd position.
Basically, what happens is, using POSIX threads, I'm reading and writing to a two-dimensional char array, but it has unusual errors. You have my word that I have done extensive testing on what they are individually accessing, and they don't read another threads' data, let alone write to others. When the last thread that works with the array changes its parts of the array, it seems to change the last few chars of its arrays and put characters in there that I don't know how they could possibly have got in there; mainly ones that print as black diamond question mark things.
I use valgrind and GDB, and they don't really help. As far as I can tell, all should work. Valgrind tells me I'm not freeing everything.
I know all that sounds fairly undescriptive, but here's where it gets weird: if I compile my program with electric fence, then it all works. Valgrind tells me I'm freeing everything and that there's no memory errors at all, just as I thought it should have been. It works absolutely flawlessly!
So, I guess my question is, why does my program work fine when compiled with electric fence?
(And also as a side question, what steps need to be taken to ensure 100% "thread-safe" code?)
Electric fence allocates pages, I've heard at least two, for each allocation you make. It uses the OSs paging mechanisms to check for accessing outside of the allocation. This means that if you want a new 14-character array you end up with a whole new page to hold it, say 8k. Most of the page is unused but you can detect errant accesses by watching which pages get used. I can imagine that on account of having so much extra space if a problem gets past the guards you wouldn't see an error.
If you don't have a bad access but rather corruption due to two threads not locking correctly efence won't detect it. efence also likely keeps pointers to allocated memory, fooling valgrind into reporting no problems. You should run valgrind with the --show-reachable=yes flag and see what's unclaimed at the end of your run.
It sounds like you're trashing your data structures. Try putting canaries at the beginning and end of your arrays, open up GDB, then put write breakpoints on the canaries.
A canary is a const value that should never be changed - its only purpose is to detect memory corruption should it be overwritten. For example:
int the_size_i_need;
char* array = malloc((the_size_i_need + 2) * sizeof(char));
array[0] = 0xAA;
array[the_size_i_need+1] = 0xFF;
char* real_array = array+1;
/* Do some stuff here using real_array */
if (array[0] != 0xAA || array[the_size_i_need+1] != 0xFF) {
printf("Oh noes! We're corrupted\n");
}
Oh god, I'm so sorry. I've worked it out: there was a variable given to the thread for each to put their answer into, but I didn't define it as zero, and it contains 2 funny chars. Maybe the electric fence malloc() allocates 'zeroed' memory like calloc(), but standard malloc() of course doesn't.

Why compilers creates one variable "twice"?

I know this is more "heavy" question, but I think its interesting too. It was part of my previous questions about compiler functions, but back than I explained it very badly, and many answered just my first question, so ther it is:
So, if my knowledge is correct, modern Windows systems use paging as a way to switch tasks and secure that each task has propriate place in memory. So, every process gets its own place starting from 0.
When multitasking goes into effect, Kernel has to save all important registers to the task´s stack i believe than save the current stack pointer, change page entry to switch to another proces´s physical adress space, load new process stack pointer, pop saved registers and continue by call to poped instruction pointer adress.
Becouse of this nice feature (paging) every process thinks it has nice flat memory within reach. So, there is no far jumps, far pointers, memory segment or data segment. All is nice and linear.
But, when there is no more segmentation for the process, why does still compilers create variables on the stack, or when global directly in other memory space, than directly in program code?
Let me give an example, I have a C code:int a=10;
which gets translated into (Intel syntax):mov [position of a],#10
But than, you actually ocupy more bytes in RAM than needed. Becouse, first few bytes takes the actuall instruction, and after that instruction is done, there is new byte containing the value 10.
Why, instead of this, when there is no need to switch any segment (thus slowing the process speed) isn´t just a value of 10 coded directly into program like this:
xor eax,eax //just some instruction
10 //the value iserted to the program
call end //just some instruction
Becouse compiler know the exact position of every instruction, when operating with that variable, it would just use it´s adress.
I know, that const variables do this, but they are not really variables, when you cannot change them.
I hope I eplained my question well, but I am still learning English, so forgive my sytactical and even semantical errors.
EDIT:
I have read your answers, and it seems that based on those I can modify my question:
So, someone told here that global variable is actually that piece of values attached directly into program, I mean, when variable is global, is it atached to the end of program, or just created like the local one at the time of execution, but instead of on stack on heap directly?
If the first case - attached to the program itself, why is there even existence of local variables? I know, you will tell me becouse of recursion, but that is not the case. When you call function, you can push any memory space on stack, so there is no program there.
I hope you do understand me, there always is ineficient use of memory, when some value (even 0) is created on stack from some instruction, becouse you need space in program for that instruction and than for the actual var. Like so: push #5 //instruction that says to create local variable with integer 5
And than this instruction just makes number 5 to be on stack. Please help me, I really want to know why its this way. Thanks.
Consider:
local variables may have more than one simultaneous existence if a routine is called recursively (even indirectly in, say, a recursive decent parser) or from more than one thread, and these cases occur in the same memory context
marking the program memory non-writable and the stack+heap as non-executable is a small but useful defense against certain classes of attacks (stack smashing...) and is used by some OSs (I don't know if windows does this, however)
Your proposal doesn't allow for either of these cases.
So, there is no far jumps, far pointers, memory segment or data segment. All is nice and linear.
Yes and no. Different program segments have different purposes - despite the fact that they reside within flat virtual memory. E.g. data segment is readable and writable, but you can't execute data. Code segment is readable and executable, but you can't write into it.
why does still compilers create variables on the stack, [...] than directly in program code?
Simple.
Code segment isn't writable. For safety reasons first. Second,
most CPUs do not like to have code segment being written into as it
breaks many existing optimization used to accelerate execution.
State of the function has to be private to the function due to
things like recursion and multi-threading.
isn´t just a value of 10 coded directly into program like this
Modern CPUs prefetch instructions to allow things like parallel execution and out-of-order execution. Putting the garbage (to CPU that is the garbage) into the code segment would simply diminish (or flat out cancel) the effect of the techniques. And they are responsible for the lion share of the performance gains CPUs had showed in the past decade.
when there is no need to switch any segment
So if there is no overhead of switching segment, why then put that into the code segment? There are no problems to keep it in data segment.
Especially in case of read-only data segment, it makes sense to put all read-only data of the program into one place - since it can be shared by all instances of the running application, saving physical RAM.
Becouse compiler know the exact position of every instruction, when operating with that variable, it would just use it´s adress.
No, not really. Most of the code is relocatable or position independent. The code is patched with real memory addresses when OS loads it into the memory. Actually special techniques are used to actually avoid patching the code so that the code segment too could be shared by all running application instances.
The ABI is responsible for defining how and what compiler and linker supposed to do for program to be executable by the complying OS. I haven't seen the Windows ABI, but the ABIs used by Linux are easy to find: search for "AMD64 ABI". Even reading the Linux ABI might answer some of your questions.
What you are talking about is optimization, and that is the compiler's business. If nothing ever changes that value, and the compiler can figure that out, then the compiler is perfectly free to do just what you say (unless a is declared volatile).
Now if you are saying that you are seeing that the compiler isn't doing that, and you think it should, you'd have to talk to your compiler writer. If you are using VisualStudio, their address is One Microsoft Way, Redmond WA. Good luck knocking on doors there. :-)
Why isn´t just a value of 10 coded directly into program like this:
xor eax,eax //just some instruction
10 //the value iserted to the program
call end //just some instruction
That is how global variables are stored. However, instead of being stuck in the middle of executable code (which is messy, and not even possible nowadays), they are stored just after the program code in memory (in Windows and Linux, at least), in what's called the .data section.
When it can, the compiler will move variables to the .data section to optimize performance. However, there are several reasons it might not:
Some variables cannot be made global, including instance variables for a class, parameters passed into a function (obviously), and variables used in recursive functions.
The variable still exists in memory somewhere, and still must have code to access it. Thus, memory usage will not change. In fact, on the x86 ("Intel"), according to this page the instruction to reference a local variable:
mov eax, [esp+8]
and the instruction to reference a global variable:
mov eax, [0xb3a7135]
both take 1 (one!) clock cycle.
The only advantage, then, is that if every local variable is global, you wouldn't have to make room on the stack for local variables.
Adding a variable to the .data segment may actually increase the size of the executable, since the variable is actually contained in the file itself.
As caf mentions in the comments, stack-based variables only exist while the function is running - global variables take up memory during the entire execution of the program.
not quite sure what your confusion is?
int a = 10; means make a spot in memory, and put the value 10 at the memory address
if you want a to be 10
#define a 10
though more typically
#define TEN 10
Variables have storage space and can be modified. It makes no sense to stick them in the code segment, where they cannot be modified.
If you have code with int a=10 or even const int a=10, the compiler cannot convert code which references 'a' to use the constant 10 directly, because it has no way of knowing whether 'a' may be changed behind its back (even const variables can be changed). For example, one way 'a' can be changed without the compiler knowing is, if you have a pointer which points 'a'. Pointers are not fixed at runtime, so the compiler cannot determine at compile time whether there will be a pointer which will point to and modify 'a'.

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