Over the past years the V8 garbage collector (GC) has changed a lot. The Orinoco project has taken a sequential, stop-the-world garbage collector and transformed it into a mostly parallel and concurrent collector with incremental fallback.
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Any garbage collector has a few essential tasks that it has to do periodically:Identify live/dead objects Recycle/reuse the memory occupied by dead objects Compact/defragment memory (optional)
The major GC collects garbage from the entire heap.
Major GC happens in three phases: marking, sweeping and compacting.
Figuring out which objects can be collected is an essential part of garbage collection. Garbage collectors do this by using reachability as a proxy for ‘liveness’. This means that any object currently reachable within the runtime must be kept, and any unreachable objects may be collected.
Sweeping is a process where gaps in memory left by dead objects are added to a data structure called a free-list. Once marking has completed, the GC finds contiguous gaps left by unreachable objects and adds them to the appropriate free-list. Free-lists are separated by the size of the memory chunk for quick lookup. In the future when we want to allocate memory, we just look at the free-list and find an appropriately sized chunk of memory.
The major GC also chooses to evacuate/compact some pages, based on a fragmentation heuristic. You can think of compaction sort of like hard-disk defragmentation on an old PC. We copy surviving objects into other pages that are not currently being compacted (using the free-list for that page). This way, we can make use of the small and scattered gaps within the memory left behind by dead objects.
One potential weakness of a garbage collector which copies surviving objects is that when we allocate a lot of long-living objects, we pay a high cost to copy these objects. This is why we choose to compact only some highly fragmented pages, and just perform sweeping on others, which does not copy surviving objects.Generational layout
The heap in V8 is split into different regions calledgenerations. There is a young generation (split further into ‘nursery’ and ‘intermediate’ sub-generations), and an old generation. Objects are first allocated into the nursery. If they survive the next GC, they remain in the young generation but are considered ‘intermediate’. If they survive yet another GC, they are moved into the old generation.
The V8 heap is split into generations. Objects are moved through generations when they survive a GC.
V8’s generational heap layout is designed to exploit this fact about object lifetimes. The GC is a compacting/moving GC, which means that it copies objects which survive garbage collection. This seems counterintuitive: copying objects is expensive at GC time. But we know that only a very small percentage of objects actually survive a garbage collection, according to the generational hypothesis. By moving only the objects which survive, every other allocation becomes ‘implicit’ garbage. This means that we only pay a cost (for copying) proportional to the number of surviving objects, not the number of allocations.Minor GC (Scavenger)
There are two garbage collectors in V8. The Major GC (Mark-Compact) collects garbage from the whole heap. The Minor GC (Scavenger) collects garbage in the young generation. The major GC is effective at collecting garbage from the whole heap, but the generational hypothesis tells us that newly allocated objects are very likely to need garbage collection.
In the Scavenger, which only collects within the young generation, surviving objects are always evacuated to a new page. V8 uses a ‘semi-space’ design for the young generation. This means that half of the total space is always empty, to allow for this evacuation step. During a scavenge, this initially-empty area is called ‘To-Space’. The area we copy from is called ‘From-Space’. In the worst case, every object could survive the scavenge and we would need to copy every object.
For scavenging, we have an additional set of roots which are the old-to-new references. These are pointers in old-space that refer to objects in the young generation. Rather than tracing the entire heap graph for every scavenge, we use write barriers to maintain a list of old-to-new references. When combined with the stack and globals, we know every reference into the young generation, without the need to trace through the entire old generation.
The evacuation step moves all surviving objects to a contiguous chunk of memory (within a page). This has the advantage of completing removing fragmentation - gaps left by dead objects. We then switch around the two spaces i.e. To-Space becomes From-Space and vice-versa. Once GC is completed, new allocations happen at the next free address in the From-Space.
The scavenger evacuates live objects to a fresh page.
We quickly run out of space in the young generation with this strategy alone. Objects that survive a second GC are evacuated into the old generation, rather than To-Space.
The final step of scavenging is to update the pointers that reference the original objects, which have been moved. Every copied object leaves a forwarding-address which is used to update the original pointer to point to the new location.
The scavenger evacuates ‘intermediate’ objects to the old generation, and ‘nursery’ objects to a fresh page.
In scavenging we actually do these three steps ― marking, evacuating, and pointer-updating ― all interleaved, rather than in distinct phases.
Most of these algorithms and optimizations are common in garbage collection literature and can be found in many garbage collected languages. But state-of-the-art garbage collection has come a long way. One important metric for measuring the time spent in garbage collection is the amount of time that the main thread spends paused while GC is performed. For traditional ‘stop-the-world’ garbage collectors, this time can really add up, and this time spent doing GC directly detracts from the user experience in the form of janky pages and poor rendering and latency.
Logo for Orinoco, V8’s garbage collector
Orinoco is the codename of the GC project to make use of the latest and greatest parallel, incremental and concurrent techniques for garbage collection, in order to free the main thread. There are some terms here that have a specific meaning in the GC context, and it’s worth defining them in detail.
The main thread and helper threads work on the same task at the same time.
Small chunks of the GC task are interleaved into the main thread execution.
Today, V8 uses parallel scavenging to distribute work across helper threads during the young generation GC. Each thread receives a number of pointers, which it follows, eagerly evacuating any live objects into To-Space. The scavenging tasks have to synchronize via atomic read/write/compare-and-swap operations when trying to evacuate an object; another scavenging task may have found the same object via a different path and also try to move it. Whichever helper moved the object successfully then goes back and updates the pointer. It leaves a forwarding pointer so that other workers which reach the object can update other pointers as they find them. For fast synchronization-free allocation of surviving objects, the scavenging tasks use thread-local allocation buffers.
Parallel scavenging distributes scavenging work across multiple helper threads and the main thread.
The major GC uses concurrent marking and sweeping, and parallel compaction and pointer updating.
Idle GC makes use of free time on the main thread to perform GC work proactively.
For more details, refer to our in-depth publication on idle-time GC .
But the work here is not finished. Reducing garbage collection pause times is still important for giving users the best experience on the web, and we are looking into even more advanced techniques. On top of that, Blink (the renderer in Chrome) also has a garbage collector (called Oilpan), and we are doing work to improve cooperation between the two collectors and to port some of the new techniques from Orinoco to Oilpan.