In computer programming, tracing garbage collection is a form of automatic memory management that consists of determining which objects should be deallocated ("garbage collected") by tracing which objects are reachable by a chain of references from certain "root" objects, and considering the rest as "garbage" and collecting them. Tracing is the most common type of garbage collection – so much so that "garbage collection" often refers to the tracing method, rather than others such as reference counting – and there are a large number of algorithms used in implementation.
Reachability of an object Informally, an object is reachable if it is referenced by at least one variable in the program, either directly or through references from other reachable objects. More precisely, objects can be reachable in only two ways:
A distinguished set of roots: objects that are assumed to be reachable. Typically, these include all the objects referenced from anywhere in the call stack (that is, all local variables and parameters in the functions currently being invoked), and any global variables. Anything referenced from a reachable object is itself reachable; more formally, reachability is a transitive closure. The reachability definition of "garbage" is not optimal, insofar as the last time a program uses an object could be long before that object falls out of the environment scope. A distinction is sometimes drawn between syntactic garbage, those objects the program cannot possibly reach, and semantic garbage, those objects the program will in fact never again use. For example:
The problem of precisely identifying semantic garbage can easily be shown to be partially decidable: a program that allocates an object X {\displaystyle X} , runs an arbitrary input program P {\displaystyle P} , and uses X {\displaystyle X} if and only if P {\displaystyle P} finishes would require a semantic garbage collector to solve the halting problem. Although conservative heuristic methods for semantic garbage detection remain an active research area, essentially all practical garbage collectors focus on syntactic garbage. Another complication with this approach is that, in languages with both reference types and unboxed value types, the garbage collector needs to somehow be able to distinguish which variables on the stack or fields in an object are regular values and which are references: in memory, an integer and a reference might look alike. The garbage collector then needs to know whether to treat the element as a reference and follow it, or whether it is a primitive value. One common solution is the use of tagged pointers.
Strong and weak references The garbage collector can reclaim only objects that have no references pointing to them either directly or indirectly from the root set. However, some programs require weak references, which should be usable for as long as the object exists but should not prolong its lifetime. In discussions about weak references, ordinary references are sometimes called strong references. An object is eligible for garbage collection if there are no strong (i.e. ordinary) references to it, even though there still might be some weak references to it. A weak reference is not merely just any pointer to the object that a garbage collector does not care about. The term is usually reserved for a properly managed category of special reference objects which are safe to use even after the object disappears because they lapse to a safe value (usually null). An unsafe reference that is not known to the garbage collector will simply remain dangling by continuing to refer to the address where the object previously resided. This is not a weak reference. In some implementations, weak references are divided into subcategories. For example, the Java Virtual Machine provides three forms of weak references, namely soft references, phantom references, and regular weak references. A softly referenced object is only eligible for reclamation if the garbage collector decides that the program is low on memory. Unlike a soft reference or a regular weak reference, a phantom reference does not provide access to the object that it references. Instead, a phantom reference is a mechanism that allows the garbage collector to notify the program when the referenced object has become phantom reachable. An object is phantom reachable, if it still resides in memory and it is referenced by a phantom reference, but its finalizer has already executed. Similarly, .NET provides two subcategories of weak references, namely long weak references (tracks resurrection) and short weak references.
Weak collections Data structures can also be devised which have weak tracking features. For instance, weak hash tables are useful. Like a regular hash table, a weak hash table maintains an association between pairs of objects, where each pair is understood to be a key and value. However, the hash table does not actually maintain a strong reference on these objects. Special behavior takes place when either the key or value or both become garbage: the hash table entry is spontaneously deleted. There exist further refinements such as hash tables which have only weak keys (value references are ordinary, strong references) or only weak values (key references are strong). Weak hash tables are important for maintaining associations between objects, such that the objects engaged in the association can still become garbage if nothing in the program refers to them any longer (other than the associating hash table). The use of a regular hash table for such a purpose could lead to a "logical memory leak": the accumulation of reachable data which the program does not need and will not use.
Basic algorithm Tracing collectors are so called because they trace through the working set of memory. These garbage collectors perform collection in cycles. It is common for cycles to be triggered when there is not enough free memory for the memory manager to satisfy an allocation request. But cycles can often be requested by the mutator directly or run on a time schedule. The original method involves a naïve mark-and-sweep in which the entire memory set is touched several times.
Naive mark-and-sweep
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