Life Cycle & Reference Counting | Godot GDScript Tutorial | Ep 1.2
Summary
TLDRThis script delves into the concept of variables and memory lifecycle in programming. It explains how variables are storage addresses with symbolic names, and how memory is allocated, used, and released. The script contrasts memory management in C, where variables point to different addresses but can hold the same value, with Godot's reference counting system, which manages memory by tracking object references. It also offers a tip on optimizing memory usage in games and managing nodes in Godot, emphasizing the importance of efficient memory management for performance.
Takeaways
- 📚 A variable, also known as a scalar, is a storage address paired with a symbolic name that holds a quantity of information.
- 🔄 The memory lifecycle involves allocation, usage, and release of memory, which is the same across all programming languages.
- 💾 Memory allocation is managed by the operating system and involves using RAM, which is an array of bytes.
- 🔍 After allocation, the application can perform read and write operations on the memory, such as assigning and changing variable values.
- 🗑️ Memory is released when variables are no longer in use, either manually or automatically depending on the programming language.
- 🛠️ The programming language, not the operating system, determines how memory is handled within an application.
- 🚀 Using less memory is generally better for performance, especially in games and for users with lower-spec hardware.
- 🔃 If an application requires more memory than initially allocated, the OS may allocate additional memory from the hard drive or SSD, which is slower than RAM.
- 🔑 In the C language example, variables X and Y can have the same value but different memory addresses, allowing independent value changes.
- 🔄 Godot engine uses reference counting for memory management instead of garbage collection, which means objects remain in memory as long as their reference count is greater than zero.
- 🌐 When a new variable is created and assigned the value of an existing variable in Godot, it points to the same object, increasing the reference count.
- 🔧 Changing the value of a variable in Godot involves creating a new object and pointing the variable to this new object, which can lead to the previous object being freed if its reference count drops to zero.
- 📌 Godot nodes are not reference counted, so removing a node from the tree does not free its memory; nodes should be managed carefully to avoid memory leaks.
Q & A
What is the definition of a variable in the context of programming?
-A variable, also known as a scalar, is a storage address paired with an associated symbolic name that contains a known or unknown quantity of information.
What is a memory lifecycle in programming?
-A memory lifecycle refers to the period between an object's creation and its destruction, which includes allocating memory, using memory, and releasing memory.
How does a computer's operating system allocate memory to an application?
-The operating system allocates memory by assigning a portion of the computer's RAM to the application, allowing it to use the memory for read and write operations.
What happens when an application is done using allocated memory?
-When an application is finished using the allocated memory, the operating system releases it, making it available for other applications or for new memory allocation by the same application.
How does the programming language influence memory management?
-The programming language determines how memory is handled, including how it is allocated, used, and released, and whether it is done manually or automatically.
Why is it beneficial to use less memory in applications, especially in games?
-Using less memory is beneficial because it improves performance for users with lower RAM and CPU capacities, ensuring smoother operation and better user experience.
What happens if an application uses more memory than initially allocated by the operating system?
-If an application exceeds the initially allocated memory, the operating system may allocate additional memory from the hard drive or solid-state drive, which is slower than using RAM.
Can you explain the basic process of variable assignment in the C language?
-In the C language, the process involves allocating memory for the variable, assigning a value to that memory address, pointing the variable to that value, and freeing the memory when the variable is no longer in use.
How does Godot's reference counting differ from garbage collection in memory management?
-Godot uses reference counting to determine if an object should be removed from memory based on the number of references to it. This is different from garbage collection, which automatically identifies and removes unused objects.
What is the effect of creating a new variable Y that equals an existing variable X in Godot?
-When creating a new variable Y that equals X in Godot, the new variable Y points to the same object as X, increasing the reference count of the object, but does not create a new object or duplicate the value.
How does changing the value of a variable in Godot affect memory management?
-Changing the value of a variable in Godot may create a new object with a new memory address for the new value, and the variable is then pointed to this new object, potentially leading to the previous object being released from memory if its reference count drops to zero.
Why are nodes in Godot not reference counted like other objects?
-Nodes in Godot are not reference counted because removing a node from the tree does not delete it from memory. To manage nodes effectively, one should create a pool of objects and reuse node objects or explicitly destroy them using 'queue_free' and 'exit_tree'.
Outlines
📚 Understanding Variables and Memory Lifecycle
This paragraph introduces the concept of a variable, defined as a storage address paired with a symbolic name that holds information. It explains the memory lifecycle, which includes allocation, usage, and release of memory by the operating system. The paragraph uses the analogy of RAM as an array of bytes to illustrate how memory is allocated and used in programming. It emphasizes the importance of efficient memory usage, especially in game development, and how exceeding RAM limits can lead to slower performance due to the use of hard drives or SSDs for memory. The paragraph concludes with a basic example of variable assignment in the C language, demonstrating how memory is allocated, values are assigned, and how separate variables can point to different memory addresses while holding the same value.
🔄 Godot's Reference Counting Memory Management
The second paragraph delves into Godot's unique approach to memory management through reference counting, contrasting it with traditional garbage collection. It describes the process of creating a variable in Godot, where an object is created, its type and value are set, and a reference count is incremented. The paragraph explains how assigning a new value to a variable results in the creation of a new object and how changing the value of an existing variable updates the reference count of the associated object. It also addresses a common misconception about nodes in Godot, clarifying that removing a node from the tree does not automatically free its memory. The paragraph concludes with advice on managing nodes efficiently by reusing objects from a pool or explicitly destroying them to ensure memory is freed.
Mindmap
Keywords
💡Variable
💡Memory Lifecycle
💡RAM (Random Access Memory)
💡Memory Allocation
💡Read and Write Operations
💡Memory Release
💡Reference Counting
💡Garbage Collection
💡Nodes in Godot
💡Memory Management
Highlights
A variable is defined as a storage address paired with a symbolic name that holds a quantity of information.
Memory lifecycle involves allocation, usage, and release of memory by the operating system.
All computers have RAM, which is also known as random access memory.
Memory allocation is performed by the operating system for program usage.
Read and write operations are fundamental to using allocated memory.
Memory is released when variables are no longer in use, either manually or automatically.
The programming language determines how memory is handled, not the operating system.
Using less memory is generally better for performance, especially in games.
If an application exceeds its allocated memory, the operating system may use the hard drive for additional memory, which is slower.
The basic variable process involves allocation, assignment, pointing, and memory release.
In C language, variables like X and Y can have different memory addresses but the same value.
Godot uses reference counting instead of garbage collection for memory management.
Godot increases an object's reference count when a new variable points to it.
Changing a variable's value in Godot may involve creating a new object and adjusting reference counts.
When the reference count drops to zero, Godot releases the object from memory.
Nodes in Godot are not reference counted, so removing a node from the tree does not free memory.
To manage nodes in Godot, create a pool of objects and reuse them or explicitly destroy nodes.
Transcripts
let's go ahead and take a look at the
dictionary definition of a variable a
variable also called a scalar is a
storage address paired with an
Associated symbolic name which contains
a known or unknown quantity of
information to better understand what a
variable is we need to first learn
lifecycles so what is memory lifecycle
basically a memory lifecycle is the time
between an object's creation and its
destruction
no matter the programming language
memory life cycles are the same you
first allocate memory then you use
memory lastly you release that memory so
you can allocate new memory the first
step is allocating memory memory is
allocated by the operating system which
allows your program to use it all
computers have memory also known as RAM
it's also referred to as random access
memory memory can be thought of as an
array of bytes let's go ahead and take a
visual look at this as you can see here
on one side we have address memory
location and the other values this is
what it looks like more or less you have
addresses on one side and a value
associated to the address on the other
after the operating system has allocated
memory to the application you can start
using it read and write operations are
happening as you are using the allocated
memory such as assigning and changing
variable values in your script lastly
when you are done using the memory the
operating system will release the memory
when variables are no longer in use you
can release the entire memory so that it
is freed and can be used to allocate new
memory this can be done manually or
automatically depending on the
programming language you are using one
thing to keep in mind is that the
operating system only determines how
much memory is allocated to your
application however your applications
programming language determines how
memory is handled one tip I have for you
on memory usage is that the less memory
you use the better it is in general for
games using less memory takes into
consideration the performance for users
who are using lower size Rams and CPUs
in their computers one thing to note is
that if there is enough space the
operating system will allocate more
memory from RAM to your application if
you're up early
ocation uses more than the allocated
memory that was previously assigned to
it by the operating system if you go
over the RAM limit the operating system
will start allocating memory to your
application from the hard drive or
solid-state drive one thing to note is
that using hard drive or solid-state
drive for memory as slower than using
Ram let's take a look at the basic
variable process we have a variable X
which equals the literal integer 2020
first the application will allocate
enough memory for the variable in this
case enough memory to hold an integer
second the application will assign the
value 20/20 to that memory address
location third the application will
indicate to the variable X that it needs
to point to that value lastly depending
on the language memory is freed when not
in use let's go ahead and see this
visually with the C language we have an
integer X which equals the literal
integer value 2020 as you can see here
we have our integer X which has been
assigned a memory address location and
it has also been assigned its value 2020
so basically the memory address location
has the value of 20/20 let's go ahead
and create a second integer Y which will
equal X as you can see here X still has
the same location and the same value
however the application has created a
new location memory address for Y
however it's still assigned the same
value as X keep in mind that the
application has created different
location addresses for x and y however
the values are the same for x and y
let's go ahead and modify the value of y
as you can see here we have now assigned
the literal integer 0 to the integer Y
notice here that the location for Y
remains unchanged however the value has
now been modified to 0 you can change
the value of Y or the value of x as many
times as you want you will never change
location address in memory for either of
these values the way the C language
handles memory is a good thing as ad
couple
the memory address of X&Y meaning that
you can change the values of X without
changing the values of Y and you can
change the values of Y without changing
the value of X this is possible because
both x and y are pointing to two
different memory address locations in
the application now that we have a basic
understanding of how the C language
handles memory let's go ahead and take a
look
gadot uses reference counting what this
means is that instead of using garbage
collection to remove from memory unused
code Godot uses reference counting to
determine whether or not something
should be removed from memory let's go
ahead and take a look at how Godot
handles the execution of this line of
code so we have a variable X which is
equal to the literal integer 20/20
what Godot does is it creates an object
then it sets the type to integer next it
sets the value to 20/20 then it creates
a name called X it points X to the new
object and then it increases the objects
reference count by one as you can see
here the memory layout is different than
the memory layout previously shown with
the language c instead of x owning the
block of memory where the value 20/20
lives in the newly created object owns
the memory where 20/20 lives the name X
doesn't own any of the memory address
since Godot uses reference counting
instead of garbage collection what this
means is that as long as the object has
a reference count greater than zero the
object will continue to exist in memory
let's go ahead and create a new variable
Y which will equal X as you can see here
our application goes through the same
process it went through to create the
value of X however instead of creating a
new object what our application did in
this case what good dul did is that it
created the name Y and it pointed it to
the object that has the value 20/20
basically it points the variable Y to
whatever X was pointing to as you can
see here the object now increases its
reference count by 1 but what happens in
memory when we assign a new integer
value to y1 this case the application or
rather Godot creates a new object with a
new address memory to contain that new
value then what it does is it takes the
name of Y and it points it to that
object so while X is still 20/20 or
why is now zero let's go ahead and take
a look at what happens when we change
the value of x as you can see here our
application gadot creates a new object
with a new memory address it creates the
type it creates its value it points X to
this object and it increases its
reference count by one as you can see
here X is pointed to this object Y is
pointed to another object but nothing is
pointing to our previous object which is
20/20 as you can see here the reference
count is now zero what this tells the
application Godot to do is that it needs
to release this object from memory this
is basically a godot's way of memory
management one tip I have for you is
that nodes in Godot are not reference
counted in the engine what this means is
that removing a note from the tree will
not delete it many people will use
remove child thinking it removes it from
memory however this is not the case
to better manage nodes create a pool of
objects and reuse the node object you
can also explicitly destroy the note
from memory by calling Q free and the
exit tree which is called when the node
is removed from the tree
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