Generational garbage collection
Most real-world applications tend to perform a lot allocation of short-lived objects (in other words, objects that are allocated, used for a brief period, and then no longer referenced). A generational garbage collector attempts to exploit this observation in order to be more CPU efficient (in other words, have higher throughput). (More formally, the hypothesis that most applications have this behavior is known as the weak generational hypothesis.)
It is called “generational” because objects are divided up into generations. The details will vary between collectors, but a reasonable approximation at this point is to say that objects are divided into two generations:
The reason why generational collectors are typically more efficient, is that they collect the young generation separately from the old generation. Typical behavior of an application in steady state doing allocation, is frequent short pauses as the young generation is being collected – punctuated by infrequent but longer pauses as the old generation fills up and triggers a full collection of the entire heap (old and new). If you look at a heap usage graph of a typical application, it will look similar to this:
The ongoing sawtooth look is a result of young generation garbage collections. The large dip towards the end is when the old generation became full and the JVM did a complete collection of the entire heap. The amount of heap usage at the end of that dip is a reasonable approximation of the actual live set at that point in time. (Note: This is a graph from running a stress test against a Cassandra instance configured to use the default JVM throughput collector; it does not reflect out-of-the-box behavior of Cassandra.)
Note that simply picking the “current heap usage” at an arbitrary point in time on that graph will not give you an idea of the memory usage of the application. I cannot stress that point enough. What is typically considered the memory “usage” is the live set, not the heap usage at any particular time. The heap usage is much more a function of the implementation details of the garbage collector; the only effect on heap usage from the memory usage of the application is that it provides a lower bound on the heap usage.
Now, back to why generational collectors are typically more efficient.
Suppose our hypothetical application is such that 90% of all objects die young; in other words, they never survive long enough to be promoted to the old generation. Further, suppose that our collection of the young generation is compacting (see previous sections) in nature. The cost of collecting the young generation is now roughly that of tracing and copying 10% of the objects it contains. The cost associated with the remaining 90% was quite small. Collection of the young generation happens when it becomes full, and is a stop-the-world pause.
The 10% of objects that survived may be promoted to the old generation immediately, or they may survive for another round or two in young generation (depending on various factors). The important overall behavior to understand however, is that objects start off in the young generation, and are promoted to the old generation as a result of surviving in the young generation.
(Astute readers may have noticed that collecting the young generation completely separately is not possible – what if an object in the old generation has a reference to an object in the new generation? This is indeed something a garbage collector must deal with; a future post will talk about this.)
The optimization is quite dependent on the size of the young generation. If the size is too large, it may be so large that the pause times associated with collecting it is a noticeable problem. If the size is too small, it may be that even objects that die young do not die quite quickly enough to still be in the young generation when they die.
Recall that the young generation is collected when it becomes full; this means that the smaller it is, the more often it will be collected. Further recall that when objects survive the young generation, they get promoted to the old generation. If most objects, despite dying young, never have a chance to die in the young generation because it is too small – they will get promoted to the old generation and the optimization that the generational garbage collector is trying to make will fail, and you will take the full cost of collecting the object later on in the old generation (plus the up-front cost of having copied it from the young generation).
Most real-world applications tend to perform a lot allocation of short-lived objects (in other words, objects that are allocated, used for a brief period, and then no longer referenced). A generational garbage collector attempts to exploit this observation in order to be more CPU efficient (in other words, have higher throughput). (More formally, the hypothesis that most applications have this behavior is known as the weak generational hypothesis.)
It is called “generational” because objects are divided up into generations. The details will vary between collectors, but a reasonable approximation at this point is to say that objects are divided into two generations:
- The young generation is where objects are initially allocated. In other words, all objects start off being in the young generation.
- The old generation is where objects “graduate” to when they have spent some time in the young generation.
The reason why generational collectors are typically more efficient, is that they collect the young generation separately from the old generation. Typical behavior of an application in steady state doing allocation, is frequent short pauses as the young generation is being collected – punctuated by infrequent but longer pauses as the old generation fills up and triggers a full collection of the entire heap (old and new). If you look at a heap usage graph of a typical application, it will look similar to this:
The ongoing sawtooth look is a result of young generation garbage collections. The large dip towards the end is when the old generation became full and the JVM did a complete collection of the entire heap. The amount of heap usage at the end of that dip is a reasonable approximation of the actual live set at that point in time. (Note: This is a graph from running a stress test against a Cassandra instance configured to use the default JVM throughput collector; it does not reflect out-of-the-box behavior of Cassandra.)
Note that simply picking the “current heap usage” at an arbitrary point in time on that graph will not give you an idea of the memory usage of the application. I cannot stress that point enough. What is typically considered the memory “usage” is the live set, not the heap usage at any particular time. The heap usage is much more a function of the implementation details of the garbage collector; the only effect on heap usage from the memory usage of the application is that it provides a lower bound on the heap usage.
Now, back to why generational collectors are typically more efficient.
Suppose our hypothetical application is such that 90% of all objects die young; in other words, they never survive long enough to be promoted to the old generation. Further, suppose that our collection of the young generation is compacting (see previous sections) in nature. The cost of collecting the young generation is now roughly that of tracing and copying 10% of the objects it contains. The cost associated with the remaining 90% was quite small. Collection of the young generation happens when it becomes full, and is a stop-the-world pause.
The 10% of objects that survived may be promoted to the old generation immediately, or they may survive for another round or two in young generation (depending on various factors). The important overall behavior to understand however, is that objects start off in the young generation, and are promoted to the old generation as a result of surviving in the young generation.
(Astute readers may have noticed that collecting the young generation completely separately is not possible – what if an object in the old generation has a reference to an object in the new generation? This is indeed something a garbage collector must deal with; a future post will talk about this.)
The optimization is quite dependent on the size of the young generation. If the size is too large, it may be so large that the pause times associated with collecting it is a noticeable problem. If the size is too small, it may be that even objects that die young do not die quite quickly enough to still be in the young generation when they die.
Recall that the young generation is collected when it becomes full; this means that the smaller it is, the more often it will be collected. Further recall that when objects survive the young generation, they get promoted to the old generation. If most objects, despite dying young, never have a chance to die in the young generation because it is too small – they will get promoted to the old generation and the optimization that the generational garbage collector is trying to make will fail, and you will take the full cost of collecting the object later on in the old generation (plus the up-front cost of having copied it from the young generation).
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