Why are weak pointers useful?

2019-03-08 20:37发布

I've been reading up on garbage collection looking for features to include in my programming language and I came across "weak pointers". From here:

Weak pointers are like pointers, except that references from weak pointers do not prevent garbage collection, and weak pointers must have their validity checked before they are used.

Weak pointers interact with the garbage collector because the memory to which they refer may in fact still be valid, but containing a different object than it did when the weak pointer was created. Thus, whenever a garbage collector recycles memory, it must check to see if there are any weak pointers referring to it, and mark them as invalid (this need not be implemented in such a naive way).

I've never heard of weak pointers before. I would like to support many features in my language, but in this case I cannot for the life of me think of a case where this would be useful. For what would one use weak pointer?

9条回答
Bombasti
2楼-- · 2019-03-08 21:17

Weak references can for example be used in caching scenarios - you can access data through weak references, but if you don't access the data for a long time or there is high memory pressure, the GC can free it.

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\"骚年 ilove
3楼-- · 2019-03-08 21:18

Use them when you wanted to keep a cached list of objects but not prevent those objects from getting garbage collected if the "real" owner of the object is done with it.

A web browser might have a history object that keeps references to image objects that the browser loaded elsewhere and saved in the history/disk cache. The web browser might expire one of those images (user cleared the cache, the cache timeout elapsed, etc) but the page would still have the reference/pointer. If the page used a weak reference/pointer the object would go away as expected and the memory would be garbage collected.

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Animai°情兽
4楼-- · 2019-03-08 21:21

If your language's garbage collector is incapable of collecting circular data structures, then you can use weak references to enable it to do so. Normally, if you have two objects which have references to each other, but no other outside object has a reference to those two, they would be candidates for garbage collection. But, a naïve garbage collector wouldn't collect them, since they contain references to each other.

To fix this, you make it so one object has a strong reference to the second, but the second has a weak reference to the first. Then, when the last outside reference to the first object goes away, the first object becomes a candidate for garbage collection, followed shortly thereafter by the second, since now its only reference is weak.

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Explosion°爆炸
5楼-- · 2019-03-08 21:24

Another example... not quite caching, but similar: Suppose an I/O library provides an object which wraps a file descriptor and permits access to the file. When the object is collected, the file descriptor is closed. It is desired to be able to list all currently opened files. If you use strong pointers for this list, then files are never closed.

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地球回转人心会变
6楼-- · 2019-03-08 21:26

A typical use case is storage of additional object attributes. Suppose you have a class with a fixed set of members, and, from the outside, you want to add more members. So you create a dictionary object -> attributes, where the keys are weak references. Then, the dictionary doesn't prevent the keys from being garbage collected; removal of the object should also trigger removal of the values in the WeakKeyDictionary (e.g. by means of a callback).

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The star\"
7楼-- · 2019-03-08 21:31

Weak Pointers keep whatever holds them from becoming a form of "life support" for the object the pointer points to.

Say you had a Viewport class, and 2 UI classes, and a buch of Widget classes. You want your UI to control the lifespan of the Widgets it creates, so your UI keeps SharedPtrs to all the Widgets it controls. For as long as your UI object is alive, none of the Widgets it refrences will be garbage collected (thanks to SharedPtr).

However, the Viewport is your class that actually does the drawing, so your UI needs to pass the Viewport a pointer to the Widgets so that it can draw them. For whatever reason, you want to change your active UI class to the other one. Lets consider two scenarios, one where the UI passed the Viewport WeakPtrs and one where it passed SharedPtrs (pointing to the Widgets).

If you had passed the Viewport all the Widgets as WeakPointers, as soon as the UI class was deleted there would be no more SharedPointers to the Widgets, so they would be garbage collected, the Viewport's references to the objects wouldn't keep them on "life support", which is exactly what you want because you aren't even using that UI anymore, much less the Widgets it created.

Now, consider you had passed the Viewport a SharedPointer, you delete the UI, and the Widgets are NOT garbage collected! Why? because the Viewport, which is still alive has an array (vector or list, whatever) full of SharedPtrs to the Widgets. The Viewport has in effect became a form of "life support" for them, even though you had deleted the UI that was controlling the widgets for another UI object.

Generally, a language/system/framework will garbage collect anything unless there is a "strong" reference to it somewhere in memory. Imagine if everything had a strong reference to everything, nothing would ever get garbage collected! Sometimes you want that behavior sometimes you don't. If you use a WeakPtr, and there are no Shared/StrongPtrs left pointing at the object (only WeakPtrs), then the objects will be garbage collected despite the WeakPtr references, and the WeakPtrs (should be) set to NULL (or deleted, or something).

Again, when you use a WeakPtr you're basically allowing the object you're giving it too to be able to access the data, but the WeakPtr won't prevent garbage collection of the object it points to like a SharedPtr would. When you think SharedPtr, think "life support", WeakPtr, NO "life support." Garbage collection won't (generally) occur until the object has zero life support.

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