Re: run-time vs compile-time
From: Jonathan Mcdougall (jonathanmcdougall_at_DELyahoo.ca)
Date: 09/10/04
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Date: Fri, 10 Sep 2004 07:38:17 -0400
> My confusion is from here: C++ says that static allocation, such as
>
> static int i;
>
> is binding at compile-time, while dynamic allocation, such as
>
> int* pi = new int;
>
> is binding at run-time.
The C++ standard is completly silent on the way the compiler and system
implement allocation or "binding". C++ mandates behavior, not
implementation. An implementation would be free to implement the stack
and the heap the same way, as long as everything behaves as the standard
stated. That is important.
However...
>I understand now that for i, compiler can put an
> offset related to some location (like stack base) somewhere. But I still
> have some confusion about dynamic binding. To me, the compiler may put an
> offset from heap to pi.
It is possible to use "offsets" when using the stack, since the system
uses a stack pointer to know exactly what starting point you are using.
The offsets are always the same, but the starting point will change.
The thing is, you only have one starting point in the heap, which is the
start of the heap. Consider it to be address 1.
When you allocate an int on the heap, it is allocated at address 1. The
next free chunk will be at address 5 (if an int is four bytes). If you
allocate 10 ints on the heap, the the next free chunk will be at address
41. If you then free int number 2 and 5, you get some empty spaces
scattered in the heap. If you then allocate another int, it will have
address 5, which is the address of the first int you freed.
The heap is a _disorganized_ system. You never know what is free and
what is allocated, that is why the compiler has no way, nor the system,
to know in advance the address of a heap allocated object. It depends
on what is in the heap right now.
If you run two instances of your program at the same time, both will
have the same "offsets" on stack, that is, their structure on the stack
will be exactly the same (if they get the same input of course). But
the will obviously get different addresses from the heap.
Let's try something else.
You need to understand a little more about how a computer works. Take
for example
void f(int a, int b)
{
}
f() resides somewhere in memory as machine code. When it is executed,
that is, when the instruction pointer gets to its address, the values
passed to f() are pushed on the stack and you can access 'a' by doing
something like *(stack_pointer) and 'b' by doing *(stack_pointer +
sizeof(int)). That is what I meant by 'offset'. The compiler/linker
have no idea about where the stack_pointer will point at the time of
executing f(), but it knows that if it goes to the address
(stack_pointer + sizeof(int)), it will find 'b'.
The stack has a very rigid structure, since it must be constructed from
the bottom to the top, by pushing and popping values. This structure
allows the system to keep a pointer to the current position in the stack.
The heap is not that organized. In modern operating systems, an
application has a given amount of memory it can use as it wishes. In
that space, it can allocate and free memory independently of what is
going on on the stack.
Since a stack is last-in-first-out, it is impossible to force some
memory to be kept. Imagine a pile of plates. When you call a function,
you push, for example, 5 plates on the top of the current stack. When
that function returns, you remove these plates to get back to where you
were. If you had some important informations you wanted to keep in one
of these 5 plates, it is now lost.
The solution is to put that important information/plate aside, not in
the stack of plates. The system then tries to find a free space on the
side, in what is called the heap. If it finds the space, it returns a
pointer to that memory space.
But since the heap is "disorganized", that is, your application could
free and allocate memory in a random order, it is impossible for the
compiler or even the system to know in advance what memory will be used.
To make the explanation simpler, imagine the heap as a linear chunk of
memory, say of 10 mb. When an application request some memory on the
heap, to bypass the rigid stack memory management, the system does a
linear search in that chunk to find some free memory and returns a
pointer to that place. It then marks that place as "allocated".
If 10 applications are running at the same time, requesting and freeing
memory randomly (from the system's point of view), the memory will
become fragmented. Allocated and free memory will be randomly scattered
in the 10mb chunk.
At that point, when you decide to run your application, you have
absolutely no way to know anything about the current memory state. You
only ask the system for a free space and the system answers with a valid
space, or fails.
That is why stack-allocated objects are taken care of by the system,
since it knows exactly what is allocated. By having the stack of plates
before you, you know how many plates you have to take off to get back to
where you were and to free the memory used by objects. In the heap,
however, it is impossible to know when the memory must be freed. And it
is your task, as the programmer, to keep track of every chunk of memory
you allocated in order to be able to free them.
>But why we call it run-time binding? To me, they
> all decide at compile-time, that is, compiler record an offset from stack or
> heap.
The heap is a disorganized pool of memory. Asking for free memory today
will not return the same thing as tomorrow. It depends on what is in
the heap right now. The stack, however, will _always_ have the same
structure and the same behavior. Arguments will always be sizeof(int)
bytes after the current stack pointer, wherever the stack pointer points.
I hope it is a little clearer now. If not, continue asking and wait for
somebody else to answer, since I don't know if I will be able to be
clearer than that.
Jonathan
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