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post | Allocations in Rust | An introduction to the memory model |
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There's an alchemy of distilling complex technical topics into articles and videos
that change the way programmers see the tools they interact with on a regular basis.
I knew what a linker was, but there's a staggering amount of complexity in between
main()
and your executable.
Rust programmers use the Box
type all the time, but there's a rich history of the Rust language itself wrapped up in
how special it is.
In a similar vein, I want you to look at code and understand how memory is used; the complex choreography of operating system, compiler, and program that frees you to focus on functionality far-flung from frivolous book-keeping. The Rust compiler relieves a great deal of the cognitive burden associated with memory management, but we're going to step into its world for a while.
Let's learn a bit about memory in Rust.
Table of Contents
This post is intended as both guide and reference material; we'll work to establish an understanding of the different memory types Rust makes use of, then summarize each section for easy citation in the future. To that end, a table of contents is provided to assist in easy navigation:
- Foreword
- The Whole World: Global Memory Usage
- Stacking Up: Non-Heap Memory
- A Heaping Helping: Rust and Dynamic Memory
- Compiler Optimizations: What It's Done For You Lately
- Summary: When Does Rust Allocate?
Foreword
Rust's three defining features of Performance, Reliability, and Productivity are all driven to a great degree by the how the Rust compiler understands memory ownership. Unlike managed memory languages (Java, Python), Rust doesn't really garbage collect, leading to fast code when dynamic (heap) memory isn't necessary. When heap memory is necessary, Rust ensures you can't accidentally mis-manage it. And because the compiler handles memory "ownership" for you, developers never need to worry about accidentally deleting data that was needed somewhere else.
That said, there are situations where you won't benefit from work the Rust compiler is doing. If you:
- Never use
unsafe
- Never use
#![feature(alloc)]
or thealloc
crate
...then it's not possible for you to use dynamic memory!
For some uses of Rust, typically embedded devices, these constraints make sense. They have very limited memory, and the program binary size itself may significantly affect what's available! There's no operating system able to manage this "virtual memory" junk, but that's not an issue because there's only one running application. The embedonomicon is ever in mind, and interacting with the "real world" through extra peripherals is accomplished by reading and writing to specific memory addresses.
Most Rust programs find these requirements overly burdensome though. C++ developers
would struggle without access to std::vector
(except those hardcore no-STL people), and Rust developers would struggle without
std::vec
. But in this scenario,
std::vec
is actually aliased to a part of the
alloc
crate, and thus off-limits.
Box
, Rc
, etc., are also unusable for the same reason.
Whether writing code for embedded devices or not, the important thing in both situations is how much you know before your application starts about what its memory usage will look like. In embedded devices, there's a small, fixed amount of memory to use. In a browser, you have no idea how large google.com's home page is until you start trying to download it. The compiler uses this information (or lack thereof) to optimize how memory is used; put simply, your code runs faster when the compiler can guarantee exactly how much memory your program needs while it's running. This post is all about understanding how the compiler reasons about your program, with an emphasis on how to design your programs for performance.
Now let's address some conditions and caveats before going much further:
- We'll focus on "safe" Rust only;
unsafe
lets you use platform-specific allocation API's (malloc
) that we'll ignore. - We'll assume a "debug" build of Rust code (what you get with
cargo run
andcargo test
) and address (pun intended) release mode at the end (cargo run --release
andcargo test --release
). - All content will be run using Rust 1.32, as that's the highest currently supported in the
Compiler Exporer. As such, we'll avoid upcoming innovations like
compile-time evaluation of
static
that are available in nightly. - Because of the nature of the content, some (very simple) assembly-level code is involved.
We'll keep this simple, but I found
a refresher on the
push
andpop
instructions was helpful while writing this post.
Finally, I'll do what I can to flag potential future changes but the Rust docs have a notice worth repeating:
Rust does not currently have a rigorously and formally defined memory model.
-- the docs
The Whole World: Global Memory Usage
The first memory type we'll look at is pretty special: when Rust can prove that
a value is fixed for the life of a program (const
), and when a reference is valid for
the duration of the program (static
as a declaration, not
'static
as a lifetime).
Understanding the distinction between value and reference is important for reasons
we'll go into below. The
full specification
for these two memory types is available, but we'll take a hands-on approach to the topic.
const
The quick summary is this: const
declares a read-only block of memory that is loaded
as part of your program binary (during the call to exec(3)).
Any const
value resulting from calling a const fn
is guaranteed to be materialized
at compile-time (meaning that access at runtime will not invoke the const fn
),
even though the const fn
functions are available at run-time as well. The compiler
can choose to copy the constant value wherever it is deemed practical. Getting the address
of a const
value is legal, but not guaranteed to be the same even when referring to the
same named identifier.
The first point is a bit strange - "read-only memory".
The Rust book
mentions in a couple places that using mut
with constants is illegal,
but it's also important to demonstrate just how immutable they are. Typically in Rust
you can use "inner mutability" to modify things that aren't declared mut
.
RefCell
provides an API
to guarantee at runtime that some consistency rules are enforced:
use std::cell::RefCell;
fn my_mutator(cell: &RefCell<u8>) {
// Even though we're given an immutable reference,
// the `replace` method allows us to modify the inner value.
cell.replace(14);
}
fn main() {
let cell = RefCell::new(25);
// Prints out 25
println!("Cell: {:?}", cell);
my_mutator(&cell);
// Prints out 14
println!("Cell: {:?}", cell);
}
When const
is involved though, modifications are silently ignored:
use std::cell::RefCell;
const CELL: RefCell<u8> = RefCell::new(25);
fn my_mutator(cell: &RefCell<u8>) {
cell.replace(14);
}
fn main() {
// First line prints 25 as expected
println!("Cell: {:?}", &CELL);
my_mutator(&CELL);
// Second line *still* prints 25
println!("Cell: {:?}", &CELL);
}
And a second example using Once
:
use std::sync::Once;
const SURPRISE: Once = Once::new();
fn main() {
// This is how `Once` is supposed to be used
SURPRISE.call_once(|| println!("Initializing..."));
// Because `Once` is a `const` value, we never record it
// having been initialized the first time, and this closure
// will also execute.
SURPRISE.call_once(|| println!("Initializing again???"));
}
When the const
specification
refers to "rvalues", this is
what they mean. Clippy will treat this as an error,
but it's still something to be aware of.
The next thing to mention is that const
values are loaded into memory as part of your program binary.
Because of this, any const
values declared in your program will be "realized" at compile-time;
accessing them may trigger a main-memory lookup (with a fixed address, so your CPU may
be able to prefetch the value), but that's it.
use std::cell::RefCell;
const CELL: RefCell<u32> = RefCell::new(24);
pub fn multiply(value: u32) -> u32 {
value * (*CELL.get_mut())
}
The compiler only creates one RefCell
, and uses it everywhere. However, that value
is fully realized at compile time, and is fully stored in the .L__unnamed_1
section.
If it's helpful though, the compiler can choose to copy const
values.
const FACTOR: u32 = 1000;
pub fn multiply(value: u32) -> u32 {
value * FACTOR
}
pub fn multiply_twice(value: u32) -> u32 {
value * FACTOR * FACTOR
}
In this example, the FACTOR
value is turned into the mov edi, 1000
instruction
in both the multiply
and multiply_twice
functions; the "1000" value is never
"stored" anywhere, as it's small enough to inline into the assembly instructions.
Finally, getting the address of a const
value is possible but not guaranteed
to be unique (given that the compiler can choose to copy values). In my testing
I was never able to get the compiler to copy a const
value and get differing pointers,
but the specifications are clear enough: don't rely on pointers to const
values being consistent. To be frank, caring about locations for const
values
is almost certainly a code smell.
static
Static variables are related to const
variables, but take a slightly different approach.
When the compiler can guarantee that a reference is fixed for the life of a program,
you end up with a static
variable (as opposed to values that are fixed for the
duration a program is running). Because of this reference/value distinction,
static variables behave much more like what people expect from "global" variables.
We'll look at regular static variables first, and then address the lazy_static!()
and thread_local!()
macros later.
More generally, static
variables are globally unique locations in memory,
the contents of which are loaded as part of your program being read into main memory.
They allow initialization with both raw values and const fn
calls, and the initial
value is loaded along with the program/library binary. All static variables must
be of a type that implements the Sync
marker trait. And while static mut
variables are allowed, mutating a static is considered
an unsafe
operation.
The single biggest difference between const
and static
is the guarantees
provided about uniqueness. Where const
variables may or may not be copied
in code, static
variables are guarantee to be unique. If we take a previous
const
example and change it to static
, the difference should be clear:
static FACTOR: u32 = 1000;
pub fn multiply(value: u32) -> u32 {
value * FACTOR
}
pub fn multiply_twice(value: u32) -> u32 {
value * FACTOR * FACTOR
}
Where previously there were plenty of
references to multiplying by 1000, the new assembly refers to FACTOR
as a named memory location instead. No initialization work needs to be done,
but the compiler can no longer prove the value never changes during execution.
Next, let's talk about initialization. The simplest case is initializing static variables with either scalar or struct notation:
#[derive(Debug)]
struct MyStruct {
x: u32
}
static MY_STRUCT: MyStruct = MyStruct {
// You can even reference other statics
// declared later
x: MY_VAL
};
static MY_VAL: u32 = 24;
fn main() {
println!("Static MyStruct: {:?}", MY_STRUCT);
}
Things get a bit weirder when using const fn
. In most cases, things just work:
#[derive(Debug)]
struct MyStruct {
x: u32
}
impl MyStruct {
const fn new() -> MyStruct {
MyStruct { x: 24 }
}
}
static MY_STRUCT: MyStruct = MyStruct::new();
fn main() {
println!("const fn Static MyStruct: {:?}", MY_STRUCT);
}
However, there's a caveat: you're currently not allowed to use const fn
to initialize
static variables of types that aren't marked Sync
. As an example, even though
RefCell::new()
is const fn
, because RefCell
isn't Sync
,
you'll get an error at compile time:
use std::cell::RefCell;
// error[E0277]: `std::cell::RefCell<u8>` cannot be shared between threads safely
static MY_LOCK: RefCell<u8> = RefCell::new(0);
It's likely that this will change in the future though.
Which leads well to the next point: static variable types must implement the
Sync
marker.
Because they're globally unique, it must be safe for you to access static variables
from any thread at any time. Most struct
definitions automatically implement the
Sync
trait because they contain only elements which themselves
implement Sync
. This is why earlier examples could get away with initializing
statics, even though we never included an impl Sync for MyStruct
in the code.
For more on the Sync
trait, the Nomicon
has a much more thorough treatment. But as an example, Rust refuses to compile
our earlier example if we add a non-Sync
element to the struct
definition:
use std::cell::RefCell;
struct MyStruct {
x: u32,
y: RefCell<u8>,
}
// error[E0277]: `std::cell::RefCell<u8>` cannot be shared between threads safely
static MY_STRUCT: MyStruct = MyStruct {
x: 8,
y: RefCell::new(8)
};
Finally, while static mut
variables are allowed, mutating them is an unsafe
operation.
Unlike const
however, interior mutability is acceptable. To demonstrate:
use std::sync::Once;
// This example adapted from https://doc.rust-lang.org/std/sync/struct.Once.html#method.call_once
static INIT: Once = Once::new();
fn main() {
// Note that while `INIT` is declared immutable, we're still allowed
// to mutate its interior
INIT.call_once(|| println!("Initializing..."));
// This code won't panic, as the interior of INIT was modified
// as part of the previous `call_once`
INIT.call_once(|| panic!("INIT was called twice!"));
}
Stacking Up: Non-Heap Memory
const
and static
are perfectly fine, but it's very rare that we know
at compile-time about either values or references that will be the same for the entire
time our program is running. Put another way, it's not often the case that either you
or your compiler know how much memory your entire program will need.
However, there are still some optimizations the compiler can do if it knows how much
memory individual functions will need. Specifically, the compiler can make use of
"stack" memory (as opposed to "heap" memory) which can be managed far faster in
both the short- and long-term. When requesting memory, the
push
instruction
can typically complete in 1 or 2 cycles
(<1 nanosecond on modern CPUs). Heap memory instead requires using an allocator
(specialized software to track what memory is in use) to reserve space.
And when you're finished with your memory, the pop
instruction likewise runs in
1-3 cycles, as opposed to an allocator needing to worry about memory fragmentation
and other issues. All sorts of incredibly sophisticated techniques have been used
to design allocators:
- Garbage Collection strategies like Tracing (used in Java) and Reference counting (used in Python)
- Thread-local structures to prevent locking the allocator in tcmalloc
- Arena structures used in jemalloc, which until recently was the primary allocator for Rust programs!
But no matter how fast your allocator is, the principle remains: the
fastest allocator is the one you never use. As such, we're not going to go
in detail on how exactly the
push
and pop
instructions work,
and we'll focus instead on the conditions that enable the Rust compiler to use
the faster stack-based allocation for variables.
With that in mind, let's get into the details. How do we know when Rust will or will not use
stack allocation for objects we create? Looking at other languages, it's often easy to delineate
between stack and heap. Managed memory languages (Python, Java,
C#) assume
everything is on the heap. JIT compilers (PyPy,
HotSpot) may
optimize some heap allocations away, but you should never assume it will happen.
C makes things clear with calls to special functions (malloc(3)
is one) being the way to use heap memory. Old C++ has the new
keyword, though modern C++/C++11 is more complicated with RAII.
For Rust specifically, the principle is this: stack allocation will be used for everything that doesn't involve "smart pointers" and collections. If we're interested in dissecting it though, there are three things we pay attention to:
-
Stack manipulation instructions (
push
,pop
, andadd
/sub
of thersp
register) indicate allocation of stack memory:pub fn stack_alloc(x: u32) -> u32 { // Space for `y` is allocated by subtracting from `rsp`, // and then populated let y = [1u8, 2, 3, 4]; // Space for `y` is deallocated by adding back to `rsp` x }
-
Tracking when exactly heap allocation calls happen is difficult. It's typically easier to watch for
call core::ptr::real_drop_in_place
, and infer that a heap allocation happened in the recent past:pub fn heap_alloc(x: usize) -> usize { // Space for elements in a vector has to be allocated // on the heap, and is then de-allocated once the // vector goes out of scope let y: Vec<u8> = Vec::with_capacity(x); x }
-- Compiler Explorer (
real_drop_in_place
happens on line 1317) Note: While theDrop
trait is called for stack-allocated objects, the Rust standard library only definesDrop
implementations for types that involve heap allocation. -
If you don't want to inspect the assembly, use a custom allocator that's able to track and alert when heap allocations occur. As an unashamed plug, qadapt was designed for exactly this purpose.
With all that in mind, let's talk about situations in which we're guaranteed to use stack memory:
- Structs are created on the stack.
- Function arguments are passed on the stack.
- Enums and unions are stack-allocated.
- Arrays are always stack-allocated.
- Using the
#[inline]
attribute will not change the memory region used. - Closures capture their arguments on the stack
- Generics will use stack allocation, even with dynamic dispatch.
Structs
Enums
It's been a worry of mine that I'd manage to trigger a heap allocation because
of wrapping an underlying type in
Given that you're not using smart pointers, enum
and other wrapper types will never use
heap allocations. This shows up most often with
Option
and
Result
types,
but generalizes to any other types as well.
Because the size of an enum
is the size of its largest element plus the size of a
discriminator, the compiler can predict how much memory is used. If enums were
sized as tightly as possible, heap allocations would be needed to handle the fact
that enum variants were of dynamic size!
Arrays
The array type is guaranteed to be stack allocated, which is why the array size must be declared. Interestingly enough, this can be used to cause safe Rust programs to crash:
// 256 bytes
#[derive(Default)]
struct TwoFiftySix {
_a: [u64; 32]
}
// 8 kilobytes
#[derive(Default)]
struct EightK {
_a: [TwoFiftySix; 32]
}
// 256 kilobytes
#[derive(Default)]
struct TwoFiftySixK {
_a: [EightK; 32]
}
// 8 megabytes - exceeds space typically provided for the stack,
// though the kernel can be instructed to allocate more.
// On Linux, you can check stack size using `ulimit -s`
#[derive(Default)]
struct EightM {
_a: [TwoFiftySixK; 32]
}
fn main() {
// Because we already have things in stack memory
// (like the current function), allocating another
// eight megabytes of stack memory crashes the program
let _x = EightM::default();
}
There aren't any security implications of this (no memory corruption occurs, just running out of memory), but it's good to note that the Rust compiler won't move arrays into heap memory even if they can be reasonably expected to overflow the stack.
inline attributes
Closures
Rules for how anonymous functions capture their arguments are typically language-specific.
In Java, Lambda Expressions
are actually objects created on the heap that capture local primitives by copying, and capture
local non-primitives as (final
) references.
Python and
JavaScript
both bind everything by reference normally, but Python can also
capture values and JavaScript has
Arrow functions.
In Rust, arguments to closures are the same as arguments to other functions; closures are simply functions that don't have a declared name. Some weird ordering of the stack may be required to handle them, but it's the compiler's responsiblity to figure it out.
Each example below has the same effect, but compile to very different programs. In the simplest case, we immediately run a closure returned by another function. Because we don't store a reference to the closure, the stack memory needed to store the captured values is contiguous:
fn my_func() -> impl FnOnce() {
let x = 24;
// Note that this closure in assembly looks exactly like
// any other function; you even use the `call` instruction
// to start running it.
move || { x; }
}
pub fn immediate() {
my_func()();
my_func()();
}
-- Compiler Explorer, 25 total assembly instructions
If we store a reference to the bound closure though, the Rust compiler has to work a bit harder to make sure everything is correctly laid out in stack memory:
pub fn simple_reference() {
let x = my_func();
let y = my_func();
y();
x();
}
-- Compiler Explorer, 55 total assembly instructions
In more complex cases, even things like variable order matter:
pub fn complex() {
let x = my_func();
let y = my_func();
x();
y();
}
-- Compiler Explorer, 70 total assembly instructions
In every circumstance though, the compiler ensured that no heap allocations were necessary.
Generics
A Heaping Helping: Rust and Dynamic Memory
Opening question: How many allocations happen before fn main()
is called?
Now, one question I hope you're asking is "how do we distinguish stack- and heap-based allocations in Rust code?" There are two strategies I'm going to use for this:
Summary section:
- Smart pointers hold their contents in the heap
- Collections are smart pointers for many objects at a time, and reallocate when they need to grow
- Boxed closures (FnBox, others?) are heap allocated
- "Move" semantics don't trigger new allocation; just a change of ownership, so are incredibly fast
- Stack-based alternatives to standard library types should be preferred (spin, parking_lot)
Smart pointers and collections
The first thing to note are the "smart pointer" and collections types. When you have data that must outlive the scope in which it is declared, or your data is of unknown or dynamic size, you'll make use of these types.
The term smart pointer
comes from C++, and is used to describe objects that are responsible for managing
ownership of data allocated on the heap. The smart pointers available in the alloc
crate should look rather familiar:
The standard library also defines some smart pointers, though more than can be covered in this article. Some examples:
Finally, there is one gotcha:
RefCell
looks like
and behaves like a smart pointer, but doesn't actually require heap allocation.
When a smart pointer is created, the data it is given is placed in heap memory and
the location of that data is recorded in the smart pointer. Once the smart pointer
has determined it's safe to deallocate that memory (when a Box
has
gone out of scope or when
reference count for an object goes to zero),
the heap space is reclaimed. We can prove these types use heap memory by
looking at some quick code:
use std::rc::Rc;
use std::sync::Arc;
use std::borrow::Cow;
pub fn my_box() {
// Drop at line 1640
Box::new(0);
}
pub fn my_rc() {
// Drop at line 1650
Rc::new(0);
}
pub fn my_arc() {
// Drop at line 1660
Arc::new(0);
}
pub fn my_cow() {
// Drop at line 1672
Cow::from("drop");
}
Collections types use heap memory because they have dynamic size; they will request more memory
when they need it,
and can be asked to release memory
when it's no longer necessary. This dynamic memory usage forces Rust to use
heap allocations for everything they contain. In a way, collections are smart pointers
for many objects at once. Common types that fall under this umbrella
are Vec
, HashMap
, and String
(not &str
).
There's an interesting caveat worth addressing though: creating empty collections
will not allocate on the heap. This is a bit weird, because if we call Vec::new()
the
assembly shows a corresponding call to drop_in_place
:
pub fn my_vec() {
// Drop in place at line 481
Vec::<u8>::new();
}
But because the vector has no elements it is managing, no calls to the allocator
will ever be dispatched. A couple of places to look at for confirming this behavior:
Vec::new()
,
HashMap::new()
,
and String::new()
.
Compiler Optimizations: What It's Done For You Lately
- Box<> getting inlined into stack allocations
- Vec::push() === Vec::with_capacity() for fixed/predictable capacities
- Inlining statics that don't change value