What is reference counter and how does it work? - c

I've been writing code, and I'm in a point where I should have another program calling my library. I should make a reference counter for the output of my library. Basic idea as I have understood is that, I need to have reference counter struct inside my struct that I want to pass around. So my questions are following:
What should I keep in mind when making a reference counter?
What are complete don'ts when making a reference counter?
Is there really detailed examples where to start with this?
Thank you for your answers in advance!

Reference counting allows clients of your library to keep reference objects created by your library on the heap and allows you to keep track of how many references are still active. When the reference count goes to zero you can safely free the memory used by the object. It is a way to implement basic "garbage collection".
In C++, you can do this more easily, by using "smart pointers" that manage the reference count through the constructor and destructor, but it sounds like you are looking to do it in C.
You need to be very clear on the protocol that you expect users of your libraries to follow when accessing your objects so that they properly communicate when a new reference is created or when a reference is no longer needed. Getting this wrong will either prematurely free memory that is still being referenced or cause memory to never be freed (memory leak).
Basically, You include a reference count in your struct, that gets incremented each time that your library returns the struct.
You also need to provide a function that releases the reference:
struct Object {
int ref;
....
}
Object* getObject (...) {
Object *p = .... // find or malloc the object
p->ref++;
return p;
}
void releaseReference (Object* p) {
p->ref--;
if (p->ref == 0) free(p);
}
void grabReference (Object* p) {
p->ref++;
}
Use grabReference() if a client of your library passes a reference to another client (in the above example, the initial caller of your library doesn't need to call grabReference())
If your code is multi-threaded then you need to make sure that you handle this correctly when incrementing or decrementing references

Related

Does C have a version of JavaScript "this"?

I've use quite a bit of JavaScript so far. If you were to use an object constructor in JavaScript, you have access to the this constructor.
So my question relates to trying to use a similar concept in C. I created a struct that I want to be able to self reference:
struct Storage {
void (*delete)();
}
So if I were to allocate a Storage class:
struct Storage *myStruct = malloc(sizeof(struct Storage));
Let's say I'm trying to delete myStruct. If I have some delete function that I point to (with myStruct->delete = deleteStructure), I would like to do something like this:
myStruct.delete();
which would then free() the struct through a self referencing variable inside of said delete function. I'm wondering if there would be a way to have the delete function look like:
void deleteStructure() {
free( /* "this" or some equivalent C self-reference */ );
}
My assumption from research so far is that this is not possible since this is usually only in object oriented programming languages. If this is not possible, I'm wondering what would be the semantically correct way to do this. I'm hoping to make the usage of this delete functionality rather simplistic from a user interface perspective. The only way I understand this to work would be passing a reference to the structure like:
void deleteStructure(struct Storage *someStructure) {
free(someStructure);
}
which would then require deletion to be done as follows:
deleteStructure(myStruct);
To sum up: is there a way to make a delete function that uses self references in C, and if not, what would be the most semantically correct way to delete a structure in the most user friendly way?
No. You cannot even define a function for a struct.
struct Storage {
void (*delete)();
}
simply stores a pointer to a void function. That could be any void function and when it is being called, it has no connection to Storage whatsoever.
Also note that in your code, every instance of the struct stores one pointer to a void function. You could initialize them so that they all point to the same function, in which case you would simply waste 64 bit per instance without any real benefit. You could also make them point to completely different functions with different semantics.
As per #UnholySheep's comment, the correct semantical use of a struct with connection to a C function will follow the structure:
struct Storage {
/* Some definitions here */
}
void deleteStructure(struct Storage *someStructure) {
free( /* all inner structure allocations */ );
free(someStructure);
}
Here's more about passing structs by reference.

How to pass GoLang's struct's method as C callback

In Go source I have
type T struct {
// some data
}
func (t *T)M(arg0 SomeType1) {
// some computations
}
var Obj *T
In C sources I have
// SomeType1C is equivalent to SomeType1.
typedef void (*CallbackFunc)(SomeType1C);
// callback will be called !after! register_callback function returns.
void register_callback(CallbackFunc callback);
I would like to use Obj.M as callback for register_callback in C.
On MS Windows for winapi I pass smth like C.CallbackFunc(unsafe.Pointer(syscall.NewCallback(Obj.M))) to register_callback for this (not sure is it fully correct, but at least this works). But where is no NewCallback for non-Windows systems.
PS:
I'm sure that callback is registered after T is initialised and removed before T is removed.
I may have multiple instances of T and some of them may be used to callback's 'source' at same time (so T is not some kind of singltone).
Function pointer callbacks in GoLang's wiki uses gateway function, but I don't see how to adequate use it with struct's method.
Base idea:
Use exported callback as a proxy between C and Go:
//export callback
func callback(data0 SomeType1C, data1 Data){ // data1 - data passed to register_callback_with_data
obj := convertDataToObj(data1)
obj.M(data0)
}
and register it like this:
register_callback_with_data(callback, convertObjToData(obj));
Where are 3 ways: wrong (and easy), limited (medium) and right (hard).
Wrong (and easy) way:
Pass pointer to Go struct into C (as in original answer). This is totally wrong because Go runtime can move struct in memory. Usually this operation is transparent (all Go pointers will be updated automatically). But pointers in C memory to this struct will not be updated and program may crash/UB/... when tries to use it. Do not use this way.
Limited (medium) way:
Similar to previous, but with Go struct allocated in C memory:
Obj = (*T)(C.calloc(C.size_t(unsafe.Sizeof(T{}))))
In this case Obj can not be moved by Go runtime because it is in C memory. But now if Obj has pointers to Go memory (fields with *-variables, maps, slices, channels, function-pointers, ...) then this also may cause crash/UB/... This is because:
if there are no (other) Go pointers to the same variable (memory), then Go runtime thinks that this memory is free and can be reused,
or, if there is other Go pointer to same variable (memory), then Go can move this variable in memory.
So, use this way only if struct has no pointers to Go memory. Usually this means that struct contains only primitive fields (ints, floats, bool).
Right (and hard) way:
Assign id (of integer type for example) for each object of type T and pass this id into C. In exported callback you should convert id back to object. This is right way with no limitation, so this way may be used always. But this way requires to maintain some array/slice/map to convert between objects and ids. Moreover, this convertation may require some synchronization for thread-safe (so see sync.Mutex and sync.RWMutex).
Original answer:
Not best answer and has restrictions, but no other suggested. In my case I can pass additional data to register_callback. This data will be passed back to callback on each call. So I pass unsafe.Pointer(Obj) as data and use gateway function:
//export callback
func callback(data SomeType1C, additionalData unsafe.Pointer){
obj := (*T)(additionalData) // Get original Obj (pointer to instance of T)
dataGo := *(*SomeType1)(unsafe.Pointer(&data)) // Cast data from C to Go type
obj.M(dataGo)
}
and register it like this:
register_callback_with_data(callback, unsafe.Pointer(Obj));
PS: but still want to know how to do this better in general case (without additional data).

Changing a pointer as a result of destroying an "object" in C

As part of a course I am attending at the moment, we are working in C with self-developed low level libraries, and we are now working in our final project, which is a game.
At a certain point, it seemed relevant to have a struct (serving as a sort of object) that held some important information about the current game status, namely a pointer to a player "object" (can't really call the simulated objects we are using actual objects, can we?).
It would go something like this:
typedef struct {
//Holds relevant information about game current state
state_st currstate;
//Buffer of events to process ('array of events')
//Needs to be pointers because of deallocating memory
event_st ** event_buffer;
//Indicates the size of the event buffer array above
unsigned int n_events_to_process;
//... Other members ...
//Pointer to a player (Pointer to allow allocation and deallocation)
Player * player;
//Flag that indicates if a player has been created
bool player_created;
} Game_Info;
The problem is the following:
If we are to stick to the design philosophy that is used in most of this course, we are to "abstract" these "objects" using functions like Game_Info * create_game_info() and destroy_game_info(Game_Info * gi_ptr) to act as constructors and destructors for these "objects" (also, "member functions" would be something like update_game_state(Game_Info * gi_ptr), acting like C++ by passing the normally implicit this as the first argument).
Therefore, as a way of detecting if the player object inside a Game_Info "instance" had already been deleted I am comparing the player pointer to NULL, since in all of the "destructors", after deallocating the memory I set the passed pointer to NULL, to show that the object was successfully deallocated.
This obviously causes a problem (which I did not detect at first, and thus the player_created bool flag that fixed it while I still was getting a grasp on what was happening) which is that because the pointer is passed by copy and not by reference, it is not set to NULL after the call to the "object" "destructor", and thus comparing it to NULL is not a reliable way to know if the pointer was deallocated.
I am writing this, then, to ask for input on what would be the best way to overcome this problem:
A flag to indicate if an "object" is "instanced" or not - using the flag instead of ptr == NULL in comparisons to assert if the "object" is "instanced" - the solution I am currently using
Passing a pointer to the pointer (calling the functions with &player instead of only player) - would enable setting to NULL
Setting the pointer to NULL one "level" above, after calling the "destructor"
Any other solution, since I am not very experienced in C and am probably overlooking an easier way to solve this problem.
Thank you for reading and for any advice you might be able to provide!
I am writing this, then, to ask for input on what would be the best way to overcome this problem: …
What would be the best way is primarily opinion-based, but of the ways you listed the worst is the first, where one has to keep two variables (pointer and flag) synchronized.
Any other solution…
Another solution would be using a macro, e. g.:
#define destroy_player(p) do { /* whatever cleanup needed */; free(p), p = NULL; } while (0)
…
destroy_player(gi_ptr->player);

How does reference counting work?

How do reference counted structures work? For example let's look at SDL_Surface:
typedef struct SDL_Surface
{
...
int refcount;
} SDL_Surface;
s = SDL_CreateRGBSurface(...); // <-- what happens here?
SDL_FreeSurface(s); // <-- and here?
How do I implement reference counting in my own code?
SDL_CreateRGBSurface will allocate a new instance of SDL_Surface (or a suitable derived structure), and increment the reference count (setting it to 1).
SDL_FreeSurface will decrement the reference count, and check if it's zero. If it is, that means that no other objects are using the surface, and it will be deallocated.
SDL also guarantees that the refcount is incremented whenever the object gets used somewhere else (e.g. in the renderer). So, if the reference count is nonzero when SDL_FreeSurface is called, then some other object must be using it. That other object will eventually also call SDL_FreeSurface and release the surface for good.
Reference counting allows you to cheaply track objects without the overhead of a cycle-collecting garbage collector. However, one drawback is that it won't handle cycles (e.g. where object A holds a reference to B, which in turn holds a reference to B); in those cases, the cycles will keep the objects involved alive even when all other external references are gone.
To implement refcounting, you simply need to add a refcount field to any objects you want to refcount, and ensure (in your public API, and internally) that every allocation and deallocation of the object goes through the appropriate refcount-maintaining interface (which you must define). Finally, when an object or function wants a reference to your refcounted objects, they must first get the reference by incrementing the refcount (directly or through some interface). When they are done they must decrement the refcount.

How to avoid multiple deallocation

A Scene struct has a pointer to (a linked list of) SceneObjects.
Each SceneObject refers to a Mesh.
Some SceneObjects may however refer to the same Mesh (by sharing the same pointer - or handle, see later - to the Mesh). Meshes are pretty big and doing it this way has obvious advantages for rendering speed.
typedef struct {
Mesh *mesh;
...
struct SceneObject *next;
} SceneObject;
typedef struct Scene {
SceneObject *objects;
...
} Scene;
My question:
How do I free a Scene, while avoiding to free the same Mesh pointer multiple times?
I thought I could solve this by using handle to Mesh (Mesh** mesh_handle) instead of a pointer so I could set the referenced Mesh pointer to 0, and let successive frees on it just free 0, but I can't make it work. I just can't get my head around how to avoid multiple deallocations.
Am I forced to keep references for such a scenario? Or am I forced to put all the Mesh objects into a separate Mesh table and free it separately? Is there a way to tackle this without doing these things? By tagging the objects as instances of each other I can naturally adjust the free algorithm so it deals with the problem, but I was wondering if there is a more 'pure' solution for this problem.
One standard solution is to have reference counters, that is every object that can possibly be referred by many other objects must have a counter that remembers how many of them are pointing it. This is done with something like
typedef struct T_Object
{
int refcount;
....
} Object;
Object *newObject(....)
{
Object *obj = my_malloc(sizeof(Object));
obj->refcount = 1;
....
return obj;
}
Object *ref(Object *p)
{
if (p) p->refcount++;
return p;
}
void deref(Object *p)
{
if (p && p->refcount-- == 1)
destroyObject(p);
}
Who first allocates the object will be the first owner (hence the counter is initialized to 1). When you need to store the pointer in other places every time you should store ref(p) instad, to be sure to increment the counter. When someone is not going to point to it anymore you should call deref(p). Once the last reference to the object is gone the counter will become zero and the deref call will actually destroy the object.
It takes some discipline to get it working (you should always think when calling ref and deref) but it's possible to write complex software that has zero leaks using this approach.
A simpler solution that is sometimes applicable is having all your shared objects also stored in a separate list... you freely assign and change complex data structures pointing to these objects but you never free them during the normal use. Only when you need to throw everything away you deallocate those objects by using that separate list.
Note that this approach is possible only if you're not allocating many objects during the "normal use" because in that case delaying the destruction could be not viable.

Resources