Memory allocation strategies: a growing stack-like (LIFO) allocator

Continuing from where we left of last time, I would like to discuss how we can build growing allocators using a virtual memory system. This post describes how to build a stack-like allocator that can automatically grow up to a given maximum size.

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Memory system – Part 4

In the last few installments of the Memory system series, we were mostly concerned with how ordinary memory allocation using new and delete works internally, and how we can build our own tools to provide additional functionality. One thing we haven’t discussed yet are the memory arenas which are responsible for actually allocating memory, while providing additional things like bounds checking, memory tracking, etc.

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Memory system – Part 3

Continuing from where we left off last time, we’re about to optimize our NewArray and DeleteArray function templates for POD-types this time. Let’s start easy by talking about the implementation itself first, and then putting pieces of the puzzle together one by one. Following is the implementation of the function templates NewArrayPOD and DeleteArrayPOD:

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Memory system – Part 2

In the last installment of the memory system series, we covered how new, delete, and their variants work. This time, we’re going to build our own little toolset which allows us to create new instances (or arrays of instances) of any type using custom allocator classes in a standards-compliant way. Be prepared for some function templates, type-based dispatching, template magic, and nifty macros.

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Memory system – Part 1

Before we can really delve into the inner workings of the Molecule Engine’s memory system, we need to cover some base ground first. Today, we’re taking a very thorough look at new, delete, and all their friends. There are some surprising subleties involved, and judging from the interviews I conducted, sometimes even senior level staff messes up questions regarding the inner workings of new and delete.

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