diff options
Diffstat (limited to 'tests/src/GC/Scenarios/GCSimulator')
435 files changed, 22032 insertions, 0 deletions
diff --git a/tests/src/GC/Scenarios/GCSimulator/GCSimulator.cs b/tests/src/GC/Scenarios/GCSimulator/GCSimulator.cs new file mode 100644 index 0000000000..72f73b307c --- /dev/null +++ b/tests/src/GC/Scenarios/GCSimulator/GCSimulator.cs @@ -0,0 +1,523 @@ +// Licensed to the .NET Foundation under one or more agreements. +// The .NET Foundation licenses this file to you under the MIT license. +// See the LICENSE file in the project root for more information. + +using System; +using System.Threading; +using System.Collections.Generic; +using System.Runtime.InteropServices; +using LifeTimeFX; + +interface PinnedObject +{ + void CleanUp(); + bool IsPinned(); + +} + +namespace GCSimulator +{ + + class RandomLifeTimeStrategy : LifeTimeStrategy + { + private int counter = 0; + private int mediumLifeTime = 30; + private int shortLifeTime = 3; + private int mediumDataCount = 1000000; + private int shortDataCount = 5000; + + private Random rand = new Random(123456); + + public RandomLifeTimeStrategy(int mediumlt, int shortlt, int mdc, int sdc) + { + mediumLifeTime = mediumlt; + shortLifeTime = shortlt; + mediumDataCount = mdc; + shortDataCount = sdc; + + } + public int MediumLifeTime + { + set + { + mediumLifeTime = value; + } + } + public int ShortLifeTime + { + set + { + shortLifeTime = value; + } + } + + public int NextObject(LifeTimeENUM lifeTime) + { + switch (lifeTime) + { + case LifeTimeENUM.Short: + return rand.Next() % shortDataCount; + + case LifeTimeENUM.Medium: + return (rand.Next() % mediumDataCount) + shortDataCount; + + + case LifeTimeENUM.Long: + return 0; + } + return 0; + } + public bool ShouldDie(LifeTime o, int index) + { + counter++; + LifeTimeENUM lifeTime = o.LifeTime; + switch (lifeTime) + { + case LifeTimeENUM.Short: + if (counter % shortLifeTime == 0) + return true; + break; + case LifeTimeENUM.Medium: + if (counter % mediumLifeTime == 0) + return true; + break; + case LifeTimeENUM.Long: + return false; + + } + return false; + } + } + + /// <summary> + /// we might want to implement a different strategy that decide the life time of the object based on the time + /// elabsed since the last object acceess. + /// + /// </summary> + class TimeBasedLifeTimeStrategy : LifeTimeStrategy + { + private int lastMediumTickCount = Environment.TickCount; + private int lastShortTickCount = Environment.TickCount; + private int lastMediumIndex = 0; + private int lastShortIndex = 0; + + public int NextObject(LifeTimeENUM lifeTime) + { + switch (lifeTime) + { + case LifeTimeENUM.Short: + return lastShortIndex; + case LifeTimeENUM.Medium: + return lastMediumIndex; + case LifeTimeENUM.Long: + return 0; + } + return 0; + } + + public bool ShouldDie(LifeTime o, int index) + { + + LifeTimeENUM lifeTime = o.LifeTime; + // short objects will live for 20 seconds, long objects will live for more. + switch (lifeTime) + { + case LifeTimeENUM.Short: + if (Environment.TickCount - lastShortTickCount > 1) // this is in accureat enumber, since + // we will be finsh iterating throuh the short life time object in less than 1 ms , so we need + // to switch either to QueryPeroformanceCounter, or to block the loop for some time through + // Thread.Sleep, the other solution is to increase the number of objects a lot. + { + lastShortTickCount = Environment.TickCount; + lastShortIndex = index; + return true; + } + + break; + case LifeTimeENUM.Medium: + if (Environment.TickCount - lastMediumTickCount > 20) + { + lastMediumTickCount = Environment.TickCount; + lastMediumIndex = index; + return true; + } + + break; + case LifeTimeENUM.Long: + break; + } + return false; + } + } + + class ObjectWrapper : LifeTime, PinnedObject + { + + private bool pinned; + private bool weakReferenced; + private GCHandle gcHandle; + private LifeTimeENUM lifeTime; + private WeakReference weakRef; + + private byte[] data; + private int dataSize; + public int DataSize + { + set + { + dataSize = value; + data = new byte[dataSize]; + if (pinned) + { + gcHandle = GCHandle.Alloc(data, GCHandleType.Pinned); + } + + if (weakReferenced) + { + weakRef = new WeakReference(data); + } + } + + } + + public LifeTimeENUM LifeTime + { + get + { + return lifeTime; + } + set + { + this.lifeTime = value; + } + } + + public bool IsPinned() + { + return pinned; + } + + public bool IsWeak() + { + return weakReferenced; + } + + + public void CleanUp() + { + if (pinned) + { + gcHandle.Free(); + } + } + + public ObjectWrapper(bool runFinalizer, bool pinned, bool weakReferenced) + { + this.pinned = pinned; + this.weakReferenced = weakReferenced; + if (!runFinalizer) + { + GC.SuppressFinalize(this); + } + } + + + ~ObjectWrapper() + { + // DO SOMETHING BAD IN FINALIZER + data = new byte[dataSize]; + } + } + + class ClientSimulator + { + [ThreadStatic] + private static ObjectLifeTimeManager lifeTimeManager; + + private static int meanAllocSize = 17; + + private static int mediumLifeTime = 30; + private static int shortLifeTime = 3; + + private static int mediumDataSize = meanAllocSize; + private static int shortDataSize = meanAllocSize; + + private static int mediumDataCount = 1000000; + private static int shortDataCount = 5000; + + private static int countIters = 500; + private static float percentPinned = 0.02F; + private static float percentWeak = 0.0F; + + private static int numThreads = 1; + + private static bool runFinalizer = false; + private static string strategy = "Random"; + + private static bool noTimer = false; + + private static string objectGraph = "List"; + + + private static List<Thread> threadList = new List<Thread>(); + public static int Main(string[] args) + { + + bool shouldContinue = ParseArgs(args); + if (!shouldContinue) + { + return 1; + } + + int timer = 0; + // Run the test. + + for (int i = 0; i < numThreads; ++i) + { + Thread thread = new Thread(RunTest); + threadList.Add(thread); + thread.Start(); + + } + + foreach (Thread t in threadList) + { + t.Join(); + } + + return 100; + } + + + public static void RunTest(object threadInfoObj) + { + + // Allocate the objects. + lifeTimeManager = new ObjectLifeTimeManager(); + LifeTimeStrategy ltStrategy; + + int threadMediumLifeTime = mediumLifeTime; + int threadShortLifeTime = shortLifeTime; + int threadMediumDataSize = mediumDataSize; + int threadShortDataSize = shortDataSize; + int threadMediumDataCount = mediumDataCount; + int threadShortDataCount = shortDataCount; + float threadPercentPinned = percentPinned; + float threadPercentWeak = percentWeak; + bool threadRunFinalizer = runFinalizer; + string threadStrategy = strategy; + string threadObjectGraph = objectGraph; + + if (threadObjectGraph.ToLower() == "tree") + { + lifeTimeManager.SetObjectContainer(new BinaryTreeObjectContainer<LifeTime>()); + } + else + { + lifeTimeManager.SetObjectContainer(new ArrayObjectContainer<LifeTime>()); + } + + lifeTimeManager.Init(threadShortDataCount + threadMediumDataCount); + + + if (threadStrategy.ToLower()=="random") + { + ltStrategy = new RandomLifeTimeStrategy(threadMediumLifeTime, threadShortLifeTime, threadMediumDataCount, threadShortDataCount); + } + else + { + // may be we need to specify the elapsed time. + ltStrategy = new TimeBasedLifeTimeStrategy(); + } + + lifeTimeManager.LifeTimeStrategy = ltStrategy; + lifeTimeManager.objectDied += new ObjectDiedEventHandler(objectDied); + + for (int i=0; i < threadShortDataCount + threadMediumDataCount; ++i) + { + bool pinned = false; + if (threadPercentPinned!=0) + { + pinned = (i % ((int)(1/threadPercentPinned))==0); + } + + bool weak = false; + if (threadPercentWeak!=0) + { + weak = (i % ((int)(1/threadPercentWeak))==0); + } + + ObjectWrapper oWrapper = new ObjectWrapper(threadRunFinalizer, pinned, weak); + if (i < threadShortDataCount) + { + oWrapper.DataSize = threadShortDataSize; + oWrapper.LifeTime = LifeTimeENUM.Short; + } + else + { + oWrapper.DataSize = threadMediumDataSize; + oWrapper.LifeTime = LifeTimeENUM.Medium; + } + + lifeTimeManager.AddObject(oWrapper, i); + } + + for (int i = 0; i < countIters; ++i) + { + + // Run the test. + lifeTimeManager.Run(); + } + + } + + private static void objectDied(LifeTime lifeTime, int index) + { + // put a new fresh object instead; + + LifeTimeENUM lifeTimeEnum; + lifeTimeEnum = lifeTime.LifeTime; + + ObjectWrapper oWrapper = lifeTime as ObjectWrapper; + bool weakReferenced = oWrapper.IsWeak(); + bool pinned = oWrapper.IsPinned(); + if (pinned) + { + oWrapper.CleanUp(); + } + + oWrapper = new ObjectWrapper(runFinalizer, pinned, weakReferenced); + oWrapper.LifeTime = lifeTimeEnum; + oWrapper.DataSize = lifeTime.LifeTime == LifeTimeENUM.Short ? shortDataSize : mediumDataSize; + lifeTimeManager.AddObject(oWrapper, index); + } + + /// <summary> + /// Parse the arguments, no error checking is done yet. + /// TODO: Add more error checking. + /// + /// Populate variables with defaults, then overwrite them with config settings. Finally overwrite them with command line parameters + /// </summary> + public static bool ParseArgs(string[] args) + { + + for (int i = 0; i < args.Length; ++i) + { + string currentArg = args[i]; + string currentArgValue; + if (currentArg.StartsWith("-") || currentArg.StartsWith("/")) + { + currentArg = currentArg.Substring(1); + } + else + { + continue; + } + + if (currentArg.StartsWith("?")) + { + Usage(); + return false; + } + if (currentArg.StartsWith("iter") || currentArg.Equals("i")) // number of iterations + { + currentArgValue = args[++i]; + countIters = Int32.Parse(currentArgValue); + } + if (currentArg.StartsWith("datasize") || currentArg.Equals("dz")) + { + currentArgValue = args[++i]; + mediumDataSize = Int32.Parse(currentArgValue); + } + + if (currentArg.StartsWith("sdatasize") || currentArg.Equals("sdz")) + { + currentArgValue = args[++i]; + shortDataSize = Int32.Parse(currentArgValue); + } + + if (currentArg.StartsWith("datacount") || currentArg.Equals("dc")) + { + currentArgValue = args[++i]; + mediumDataCount = Int32.Parse(currentArgValue); + } + + if (currentArg.StartsWith("sdatacount") || currentArg.Equals("sdc")) + { + currentArgValue = args[++i]; + shortDataCount = Int32.Parse(currentArgValue); + } + + + if (currentArg.StartsWith("lifetime") || currentArg.Equals("lt")) + { + currentArgValue = args[++i]; + shortLifeTime = Int32.Parse(currentArgValue); + mediumLifeTime = shortLifeTime * 10; + } + + if (currentArg.StartsWith("threads") || currentArg.Equals("t")) + { + currentArgValue = args[++i]; + numThreads = Int32.Parse(currentArgValue); + } + if (currentArg.StartsWith("fin") || currentArg.Equals("f")) + { + runFinalizer = true; + } + + if (currentArg.StartsWith("datapinned") || currentArg.StartsWith("dp")) // percentage data pinned + { + currentArgValue = args[++i]; + percentPinned = float.Parse(currentArgValue); + } + + if (currentArg.StartsWith("strategy")) //strategy that if the object died or not + { + currentArgValue = args[++i]; + strategy = currentArgValue; + } + + if (currentArg.StartsWith("notimer")) + { + noTimer = true; + } + + if (currentArg.StartsWith("dataweak") || currentArg.StartsWith("dw") ) + { + currentArgValue = args[++i]; + percentWeak = float.Parse(currentArgValue); + } + + if (currentArg.StartsWith("objectgraph") || currentArg.StartsWith("og") ) + { + currentArgValue = args[++i]; + objectGraph = currentArgValue; + } + } + + return true; + } + + public static void Usage() + { + Console.WriteLine("GCSimulator [-?] [-i <num Iterations>] [-dz <data size in bytes>] [-lt <life time>] [-t <num threads>] [-f] [-dp <percent data pinned>]"); + Console.WriteLine("Options"); + Console.WriteLine("-? Display the usage and exit"); + Console.WriteLine("-i [-iter] <num iterations> : specify number of iterations for the test, default is " + countIters); + Console.WriteLine("-dz [-datasize] <data size> : specify the data size in bytes, default is " + mediumDataSize); + Console.WriteLine("-sdz [sdatasize] <data size> : specify the short lived data size in bytes, default is " + shortDataSize); + Console.WriteLine("-dc [datacount] <data count> : specify the medium lived data count , default is " + mediumDataCount); + Console.WriteLine("-sdc [sdatacount] <data count> : specify the short lived data count, default is " + shortDataCount); + Console.WriteLine("-lt [-lifetime] <number> : specify the life time of the objects, default is " + shortLifeTime); + Console.WriteLine("-t [-threads] <number of threads> : specifiy number of threads , default is " + numThreads); + Console.WriteLine("-f [-fin] : specify whether to do allocation in finalizer or not, default is no"); + Console.WriteLine("-dp [-datapinned] <percent of data pinned> : specify the percentage of data that we want to pin, default is " + percentPinned); + Console.WriteLine("-dw [-dataweak] <percent of data weak referenced> : specify the percentage of data that we want to weak reference, default is " + percentWeak); + Console.WriteLine("-strategy < indicate the strategy for deciding when the objects should die, right now we support only Random and Time strategy, default is Random"); + Console.WriteLine("-og [-objectgraph] <List|Tree> : specify whether to use a List- or Tree-based object graph, default is " + objectGraph); + Console.WriteLine("-notimer < indicate that we do not want to run the performance timer and output any results , default is no"); + } + + } +} diff --git a/tests/src/GC/Scenarios/GCSimulator/GCSimulator_1.csproj b/tests/src/GC/Scenarios/GCSimulator/GCSimulator_1.csproj new file mode 100644 index 0000000000..28f032d7b4 --- /dev/null +++ b/tests/src/GC/Scenarios/GCSimulator/GCSimulator_1.csproj 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<assemblyIdentity name="System.Runtime" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" /> + <bindingRedirect oldVersion="0.0.0.0-4.0.20.0" newVersion="4.0.20.0" /> + </dependentAssembly> + <dependentAssembly> + <assemblyIdentity name="System.Text.Encoding" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" /> + <bindingRedirect oldVersion="0.0.0.0-4.0.10.0" newVersion="4.0.10.0" /> + </dependentAssembly> + <dependentAssembly> + <assemblyIdentity name="System.Threading.Tasks" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" /> + <bindingRedirect oldVersion="0.0.0.0-4.0.10.0" newVersion="4.0.10.0" /> + </dependentAssembly> + <dependentAssembly> + <assemblyIdentity name="System.IO" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" /> + <bindingRedirect oldVersion="0.0.0.0-4.0.10.0" newVersion="4.0.10.0" /> + </dependentAssembly> + <dependentAssembly> + <assemblyIdentity name="System.Reflection" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" /> + <bindingRedirect oldVersion="0.0.0.0-4.0.10.0" newVersion="4.0.10.0" /> + </dependentAssembly> + <dependentAssembly> + <assemblyIdentity name="System.Globalization" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" /> + <bindingRedirect oldVersion="0.0.0.0-4.0.10.0" newVersion="4.0.10.0" /> + </dependentAssembly> + </assemblyBinding> + </runtime> +</configuration> diff --git a/tests/src/GC/Scenarios/GCSimulator/lifetimefx.cs b/tests/src/GC/Scenarios/GCSimulator/lifetimefx.cs new file mode 100644 index 0000000000..5356b6cf08 --- /dev/null +++ b/tests/src/GC/Scenarios/GCSimulator/lifetimefx.cs @@ -0,0 +1,310 @@ +// Licensed to the .NET Foundation under one or more agreements. +// The .NET Foundation licenses this file to you under the MIT license. +// See the LICENSE file in the project root for more information. + +/* + * A Simple Framework to manage the life time of of objects + * Objects are required to implement LifeTime Interface in order to keep track of their lifetime. + * TODO: we need to add flexibility to the framework to control the type of datastructure used to keep track + * of the objects. Right now we are using a simple 1 D array , but other interesting datastructures can be + * used instead like a HashTable. + */ +using System; +using System.Collections.Generic; + +namespace LifeTimeFX +{ + public enum LifeTimeENUM + { + Short, + Medium, + Long + } + + public interface LifeTime + { + LifeTimeENUM LifeTime + { + get; + set; + } + + } + + public interface LifeTimeStrategy + { + int NextObject(LifeTimeENUM lifeTime); + bool ShouldDie(LifeTime o, int index); + } + + /// <summary> + /// This interfact abstract the object contaienr , allowing us to specify differnt datastructures + /// implementation. + /// The only restriction on the ObjectContainer is that the objects contained in it must implement + /// LifeTime interface. + /// Right now we have a simple array container as a stock implementation for that. for more information + /// see code:#ArrayContainer + /// </summary> + /// <param name="o"></param> + /// <param name="index"></param> + + public interface ObjectContainer<T> where T:LifeTime + { + void Init(int numberOfObjects); + void AddObjectAt(T o, int index); + T GetObject(int index); + T SetObjectAt(T o , int index); + int Count + { + get; + } + } + + + public sealed class BinaryTreeObjectContainer<T> : ObjectContainer<T> where T:LifeTime + { + + class Node + { + public Node LeftChild; + public Node RightChild; + public int id; + public T Data; + + } + + + + private Node root; + private int count; + + public BinaryTreeObjectContainer() + { + root = null; + count = 0; + } + + public void Init(int numberOfObjects) + { + + if (numberOfObjects<=0) + { + return; + } + + root = new Node(); + root.id = 0; + count = numberOfObjects; + if (numberOfObjects>1) + { + int depth = (int)Math.Log(numberOfObjects,2)+1; + + root.LeftChild = CreateTree(depth-1, 1); + root.RightChild = CreateTree(depth-1, 2); + } + + + } + + public void AddObjectAt(T o, int index) + { + Node node = Find(index); + + if (node!=null) + { + node.Data = o; + } + + } + + + public T GetObject(int index) + { + + + Node node = Find(index); + + if (node==null) + { + return default(T); + } + + return node.Data; + + } + + public T SetObjectAt(T o , int index) + { + + Node node = Find(index); + + if (node==null) + { + return default(T); + } + + T old = node.Data; + node.Data = o; + return old; + + } + + public int Count + { + get + { + return count; + } + } + + + + private Node CreateTree(int depth, int id) + { + if (depth<=0) + { + return null; + } + + Node node = new Node(); + node.id = id; + node.LeftChild = CreateTree(depth-1, id*2+1); + node.RightChild = CreateTree(depth-1, id*2+2); + + return node; + } + + private Node Find(int id) + { + + List<int> path = new List<int>(); + + // find the path from node to root + int n=id; + while (n>0) + { + path.Add(n); + n = (int)Math.Ceiling( ((double)n/2.0) ) - 1; + } + + // follow the path from root to node + Node node = root; + for (int i=path.Count-1; i>=0; i--) + { + if (path[i]==(id*2+1)) + { + node = node.LeftChild; + } + else + { + node = node.RightChild; + } + + } + + return node; + } + + } + + + +//#ArrayContainer Simple Array Stock Implemntation for ObjectContainer + public sealed class ArrayObjectContainer<T> : ObjectContainer<T> where T:LifeTime + { + private T[] objContainer = null; + public void Init(int numberOfObjects) + { + objContainer = new T[numberOfObjects]; + + } + + public void AddObjectAt(T o, int index) + { + objContainer[index] = o; + } + + public T GetObject(int index) + { + return objContainer[index]; + } + + public T SetObjectAt(T o, int index) + { + T old = objContainer[index]; + objContainer[index] = o; + return old; + } + + public int Count + { + get + { + return objContainer.Length; + } + } + } + + + + public delegate void ObjectDiedEventHandler(LifeTime o, int index ); + + public sealed class ObjectLifeTimeManager + { + private LifeTimeStrategy strategy; + + private ObjectContainer<LifeTime> objectContainer = null; + // + + public void SetObjectContainer (ObjectContainer<LifeTime> objectContainer) + { + this.objectContainer = objectContainer; + } + + public event ObjectDiedEventHandler objectDied; + + public void Init(int numberObjects) + { + objectContainer.Init(numberObjects); + //objContainer = new object[numberObjects]; + } + + public LifeTimeStrategy LifeTimeStrategy + { + set + { + strategy = value; + } + } + + public void AddObject(LifeTime o, int index) + { + objectContainer.AddObjectAt(o, index); + //objContainer[index] = o; + } + + public void Run() + { + + + LifeTime objLifeTime; + + for (int i = 0; i < objectContainer.Count; ++i) + { + objLifeTime = objectContainer.GetObject(i); + //object o = objContainer[i]; + //objLifeTime = o as LifeTime; + + if (strategy.ShouldDie(objLifeTime, i)) + { + int index = strategy.NextObject(objLifeTime.LifeTime); + LifeTime oldObject = objectContainer.SetObjectAt(null, index); + //objContainer[index] = null; + // fire the event + objectDied(oldObject, index); + } + + } + } + } +} |