I'm working on modernizing Rosetta Code's infrastructure. Starting with communications. Please accept this time-limited open invite to RC's Slack.. --Michael Mol (talk) 20:59, 30 May 2020 (UTC)

Heap

From Rosetta Code

The heap is a pool of memory used by computer programs. Many of the variables declared in programs (like those malloc'd in C or new'd in Java or C++) are allocated on the heap. The data for these variables is accessed indirectly, usually through references. Allocation on the heap is seemingly disorganized, which may be where it gets its name (a "heap" is basically just a big pile).

Memory allocated on the heap must be deallocated (or freed) once its purpose has been served if the programmer wants that particular memory location again. This may be done via automatic garbage collection or explicitly freeing the memory through references to it. "Memory leaks" are frequently instances where a branch in a program allocates memory on the heap without freeing it later, leaving unreferenced data in the heap with no way of recovering its memory location.

Memory not allocated on the heap is allocated on the system stack, and includes things like subroutine return values and parameters, the return address of a subroutine, and local temporary variables, among other things.

There exist various algorithms of heap maintenance to respond the major problems of:

  • fragmentation;
  • unbounded allocation or else deallocation time.

Often the language uses more than one heap. One frequently used method is to have a heap for blocks of similar sizes, typically powers of two.

In typed languages objects created in the heap are usually allocated by the operator new or equivalent. Then they are constructed (or else initialized) in place. Before deallocation objects are destructed (finalized).

The heap must be interlocked when accessed from multiple tasks (see also concurrent programming).

Some languages like Ada provide user-defined heaps, called storage pools (so the heap becomes merely a predefined storage pool.) The programmer may implement a better memory allocation and reclamation strategy for such pools when he knows the behavior of the objects allocated there. For example: arena, LIFO etc.