In the context of C#, dispose is an object method invoked to execute code required for memory cleanup and release and reset unmanaged resources, such as file handles and database connections.
The dispose pattern is used for objects that implement the IDisposable interface, and is common when interacting with file and pipe handles, registry handles, wait handles, or pointers to blocks of unmanaged memory. This is because the garbage collector is unable to reclaim unmanaged objects.
Calling Dispose on the class will cause it to notify the file system that it no longer needs the file, and it may thus be made available to other entities. In general, if an object which implements IDisposable is abandoned without calling Dispose , some things which should get done, won't be. There is a mechanism in .
IDisposable has nothing to do with freeing memory. IDisposable is a pattern for freeing unmanaged resources -- and memory is quite definitely a managed resource.
The links pointing to GC.Collect() are the correct answer, though use of this function is generally discouraged by the Microsoft .NET documentation.
Edit: Having earned a substantial amount of karma for this answer, I feel a certain responsibility to elaborate on it, lest a newcomer to .NET resource management get the wrong impression.
Inside a .NET process, there are two kinds of resource -- managed and unmanaged. "Managed" means that the runtime is in control of the resource, while "unmanaged" means that it's the programmer's responsibility. And there really is only one kind of managed resource that we care about in .NET today -- memory. The programmer tells the runtime to allocate memory and after that it's up to the runtime to figure out when the memory can freed. The mechanism that .NET uses for this purpose is called garbage collection and you can find plenty of information about GC on the internet simply by using Google.
For the other kinds of resources, .NET doesn't know anything about cleaning them up so it has to rely on the programmer to do the right thing. To this end, the platform gives the programmer three tools:
The first of these allows the programmer to efficiently acquire a resource, use it and then release it all within the same method.
using (DisposableObject tmp = DisposableObject.AcquireResource()) {
// Do something with tmp
}
// At this point, tmp.Dispose() will automatically have been called
// BUT, tmp may still a perfectly valid object that still takes up memory
If "AcquireResource" is a factory method that (for instance) opens a file and "Dispose" automatically closes the file, then this code cannot leak a file resource. But the memory for the "tmp" object itself may well still be allocated. That's because the IDisposable interface has absolutely no connection to the garbage collector. If you did want to ensure that the memory was freed, your only option would be to call GC.Collect()
to force a garbage collection.
However, it cannot be stressed enough that this is probably not a good idea. It's generally much better to let the garbage collector do what it was designed to do, which is to manage memory.
What happens if the resource is being used for a longer period of time, such that its lifespan crosses several methods? Clearly, the "using" statement is no longer applicable, so the programmer would have to manually call "Dispose" when he or she is done with the resource. And what happens if the programmer forgets? If there's no fallback, then the process or computer may eventually run out of whichever resource isn't being properly freed.
That's where finalizers come in. A finalizer is a method on your class that has a special relationship with the garbage collector. The GC promises that -- before freeing the memory for any object of that type -- it will first give the finalizer a chance to do some kind of cleanup.
So in the case of a file, we theoretically don't need to close the file manually at all. We can just wait until the garbage collector gets to it and then let the finalizer do the work. Unfortunately, this doesn't work well in practice because the garbage collector runs non-deterministically. The file may stay open considerably longer than the programmer expects. And if enough files are kept open, the system may fail when trying to open an additional file.
For most resources, we want both of these things. We want a convention to be able to say "we're done with this resource now" and we want to make sure that there's at least some chance for the cleanup to happen automatically if we forget to do it manually. That's where the "IDisposable" pattern comes into play. This is a convention that allows IDispose and a finalizer to play nicely together. You can see how the pattern works by looking at the official documentation for IDisposable.
Bottom line: If what you really want to do is to just make sure that memory is freed, then IDisposable and finalizers will not help you. But the IDisposable interface is part of an extremely important pattern that all .NET programmers should understand.
You can only dispose instances that implement the IDisposable interface.
To force a garbage collect to free up the (unmanaged) memory immediately:
GC.Collect();
GC.WaitForPendingFinalizers();
This is normally bad practice, but there is for example a bug in the x64-version of the .NET framework that makes the GC behave strange in some scenarios, and then you might want to do this. I don't know if the bug have been resolved yet. Does anyone know?
To dispose a class you do this:
instance.Dispose();
or like this:
using(MyClass instance = new MyClass())
{
// Your cool code.
}
that will translate at compile-time to:
MyClass instance = null;
try
{
instance = new MyClass();
// Your cool code.
}
finally
{
if(instance != null)
instance.Dispose();
}
You can implement the IDisposable interface like this:
public class MyClass : IDisposable
{
private bool disposed;
/// <summary>
/// Construction
/// </summary>
public MyClass()
{
}
/// <summary>
/// Destructor
/// </summary>
~MyClass()
{
this.Dispose(false);
}
/// <summary>
/// The dispose method that implements IDisposable.
/// </summary>
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// The virtual dispose method that allows
/// classes inherithed from this one to dispose their resources.
/// </summary>
/// <param name="disposing"></param>
protected virtual void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
// Dispose managed resources here.
}
// Dispose unmanaged resources here.
}
disposed = true;
}
}
The responses to this question have got more than a little confused.
The title asks about disposal, but then says that they want memory back immediately.
.Net is managed, which means that when you write .Net apps you don't need to worry about memory directly, the cost is that you don't have direct control over memory either.
.Net decides when it's best to clean up and free memory, not you as the .Net coder.
The Dispose
is a way to tell .Net that you're done with something, but it won't actually free up the memory until it's the best time to do so.
Basically .Net will actually collect the memory back when it's easiest for it to do so - it's very good at deciding when. Unless you're writing something very memory intensive you normally don't need to overrule it (this is part of the reason games aren't often written in .Net yet - they need complete control)
In .Net you can use GC.Collect()
to force it to immediately, but that is almost always bad practise. If .Net hasn't cleaned it up yet that means it isn't a particularly good time for it to do so.
GC.Collect()
picks up the objects that .Net identifies as done with. If you haven't disposed an object that needs it .Net may decide to keep that object. This means that GC.Collect()
is only effective if you correctly implement your disposable instances.
GC.Collect()
is not a replacement for correctly using IDisposable.
So Dispose and memory are not directly related, but they don't need to be. Correctly disposing will make your .Net apps more efficient and therefore use less memory though.
99% of the time in .Net the following is best practice:
Rule 1: If you don't deal with anything unmanaged or that implements IDisposable
then don't worry about Dispose.
Rule 2: If you have a local variable that implements IDisposable make sure that you get rid of it in the current scope:
//using is best practice
using( SqlConnection con = new SqlConnection("my con str" ) )
{
//do stuff
}
//this is what 'using' actually compiles to:
SqlConnection con = new SqlConnection("my con str" ) ;
try
{
//do stuff
}
finally
{
con.Dispose();
}
Rule 3: If a class has a property or member variable that implements IDisposable then that class should implement IDisposable too. In that class's Dispose method you can also dispose of your IDisposable properties:
//rather basic example
public sealed MyClass :
IDisposable
{
//this connection is disposable
public SqlConnection MyConnection { get; set; }
//make sure this gets rid of it too
public Dispose()
{
//if we still have a connection dispose it
if( MyConnection != null )
MyConnection.Dispose();
//note that the connection might have already been disposed
//always write disposals so that they can be called again
}
}
This isn't really complete, which is why the example is sealed. Inheriting classes may need to observe the next rule...
Rule 4: If a class uses an unmanaged resource then implement IDispose and add a finaliser.
.Net can't do anything with the unmanaged resource, so now we are talking about memory. If you don't clean it up you can get a memory leak.
The Dispose method needs to deal with both managed and unmanaged resources.
The finaliser is a safety catch - it ensures that if someone else creates and instance of your class and fails to dispose it the 'dangerous' unmanaged resources can still be cleaned up by .Net.
~MyClass()
{
//calls a protected method
//the false tells this method
//not to bother with managed
//resources
this.Dispose(false);
}
public void Dispose()
{
//calls the same method
//passed true to tell it to
//clean up managed and unmanaged
this.Dispose(true);
//as dispose has been correctly
//called we don't need the
//'backup' finaliser
GC.SuppressFinalize(this);
}
Finally this overload of Dispose that takes a boolean flag:
protected virtual void Dispose(bool disposing)
{
//check this hasn't been called already
//remember that Dispose can be called again
if (!disposed)
{
//this is passed true in the regular Dispose
if (disposing)
{
// Dispose managed resources here.
}
//both regular Dispose and the finaliser
//will hit this code
// Dispose unmanaged resources here.
}
disposed = true;
}
Note that once this is all in place other managed code creating an instance of your class can just treat it like any other IDisposable (Rules 2 and 3).
Would it be appropriate to also mention that dispose doesn't always refer to memory? I dispose resources such a references to files more often than memory. GC.Collect() directly relates to the CLR garbage collector and may or may not free memory (in Task Manager). It will likely impact your application in negative ways (eg performance).
At the end of the day why do you want the memory back immediately? If there is memory pressure from elsewhere the OS will get you memory in most cases.
Take a look at this article
Implementing the Dispose pattern, IDisposable, and/or a finalizer has absolutely nothing to do with when memory gets reclaimed; instead, it has everything to do with telling the GC how to reclaim that memory. When you call Dispose() you are in no way interacting with the GC.
The GC will only run when it determines the need to (called memory pressure) and then (and only then) will it deallocate memory for unused objects and compact the memory space.
You could call GC.Collect() but you really shouldn't unless there is a very good reason to (which is almost always "Never"). When you force an out-of-band collection cycle like this you actually cause the GC to do more work and ultimately can end up hurting your applications performance. For the duration of the GC collection cycle your application is actually in a frozen state...the more GC cycles that run, the more time your application spends frozen.
There are also some native Win32 API calls you can make to free your working set, but even those should be avoided unless there is a very good reason to do it.
The whole premise behind a gargbage collected runtime is that you don't need to worry (as much) about when the runtime allocates/deallocates actual memory; you only need to worry about making sure the your object knows how to clean up after itself when asked.
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