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The allocator scales really well. If your application starts to use a large amount of memory, Hoard can easily grow to accommodate more data. If you need more memory, you can use the `Allocator::Resize` function to double the size of the allocator at a moments- notice.
The allocator tries to find the perfect size for your data; the size you need to work with the most data. Memory-Intelligent reallocates data at the end of the life of each chunk. This lets you move data back and forth between large and small chunks.
Memory-Intelligent reallocates data at the end of the life of each chunk. This lets you move data back and forth between large and small chunks. The allocator is fast because data is not pinned to any chunk in memory.
Because Hoard does not store pointers into any data, it can’t alter the size of your data. The allocator keeps track of the capacity for each chunk, not the size of each chunk. This lets Hoard be independent of the size of your data. Data is always full-sized, never shared.
The allocator itself is scalable and parallelizable. The allocator runs on a single CPU, but it can easily be made to run on a cluster of CPUs at once. The allocator is also thread-safe, meaning that your parallel processes will not corrupt each others data.
The allocator is designed to be highly-scalable and parallelizable.
Only one thread should touch any chunk at a time.
All memory operations in the allocator must be safe for multithreaded programs: Hoard does not modify the size of any chunk.
The allocator does not store or cache pointers into data: you can safely move data from one chunk to another in a single memory operation.
Allocators require a single function call to construct a memory chunk. The function allocates a chunk of the required size, allocates any auxiliary data structures necessary to perform memory operations, and returns a pointer to the newly-created chunk.
Hoard uses different size sizes for each function to allocate different types of chunks. For example, the `HoardAllocator` allocates memory in 2-byte chunks. The `HoardFree` allocates memory in 8-byte
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Hoard is an extremely fast and scalable memory allocator. It is a drop-in replacement for C/C++ malloc() that allows developers to get the benefits of memory allocation from Hoard without changing their code.
Hoard solves many of the shortcomings of C/C++ malloc() while minimizing negative consequences of the space overhead introduced by a generic allocator.
When developing applications with a C or C++ API, the use of Hoard can result in significant performance improvements for multithreaded programs running on multiprocessors.
Hoard runs on multiple platforms, including Linux, Solaris, and Windows.
Please visit for more information on Hoard.
Hoard’s C API is in the file heap.c. The library is written in C++, so the developers want you to link against this C++
library. The API should be easy to use, but if you’re writing a program in C++, it may take some time to learn.
For the sake of clarity, the following code does not use the C++ API, but is simply an invocation of the C API:
char *c = malloc(1);
This code fails to allocate a single byte of memory using the C API. However, in this example, the memory is
allocated on a single processor (possibly a multicore processor).
This code allocates memory on two processors:
char *c = malloc(1);
This code fails to allocate memory, but creates a small number of threads to run this code on multi-CPU
This code allocates memory on 4 processors:
char *c = malloc(1);
You may notice that in this example, this allocation fails. This is because Hoard allocates memory on a single
processor and the total size of the memory can exceed the capacity of a single processor.
Because there are multiple cores on a modern computer, Hoard will attempt to allocate from multiple cores if
When a large number of threads are participating in the allocation, the allocator can allocate memory from a
single core using multiple threads. Hoard allocates the memory in chunks that are shared by the multiple threads
requesting memory. This results in the
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Hoard is a flexible, scalable, multithreaded, memory allocator for C/C++ programs. When building non-threaded applications, Hoard is an equivalent replacement for the standard library’s malloc().
For multithreaded applications, Hoard automatically makes memory allocation and deallocation concurrent. As a consequence, Hoard is almost always faster than malloc() and free() from the C standard library.
Hoard provides per-thread, per-cpu, per-block, and per-object heap memory allocation and deallocation. With these options, Hoard can be used for applications with thousands of threads and objects, with hundreds of megabytes of memory and machines with over a million processors.
Hoard is very fast: The default settings get the best possible performance. Hoard automatically promotes objects to the best cache line and allocates in multiple words to increase cache locality. The single best possible setting can run at just a fraction of the speed of the default settings.
Why does Hoard work so well?
Every time you allocate memory, a block is reserved in memory to hold the object. The size of the block is determined based on the size of the object and the number of threads. The number of objects allocated per block is determined by the configurable objects-per-block setting.
After a block is reserved in memory, it is deallocated when the object is deallocated. As soon as the block is deallocated, it can be reused.
Hoard uses a pluggable allocator interface that has been extensively tested and debugged. In some cases, Hoard provides more efficient caching for objects and memory allocation in aggregate than the operating system does, giving it the best-possible performance.
Hoard monitors all memory allocations and deallocations and determines whether a change is needed. Hoard automatically maintains an optimal cache line size to improve cache locality.
Hoard compacts memory before allocations and defragments memory after deallocations.
A wide range of internal metrics are monitored, and memory allocation is optimized for different cases. Hoard keeps track of how much memory is being allocated, and how many cache lines are being filled, as well as how often cache lines are being evicted. On-the-fly statistics are collected and compiled into graphs that can be used to analyze your application’s memory consumption.
The allocator supports a rich set of synchronization and threading primitives. Custom synchronization schemes can be implemented on top
What’s New In Hoard?
Hoard is a scalable memory allocator optimized for multithreaded programs. It aims to be
memory efficient, sustainable, and to scale well.
Hoard is a generic allocator that can be used for allocating and deallocating memory. It is designed to be independent of the allocator being used. It is memory efficient, sustainable, and can scale well.
To allocate or deallocate memory, you create a tree where the nodes store memory pointers. All pointer operations are lockless. For instance, to create a new node N, you create it by calling
N = (Allocate(N))
To destroy the node N, you call
Hoard implements the initial pool and run-time growth strategies.
— Initial Pool —
Hoard uses a simple initial pool strategy where the pool grows linearly (it doubles the memory every 2-3 million allocations). The number of nodes in the pool is governed by a soft limit: it is doubled every time the number of nodes in the pool reaches the limit.
To shrink the pool, Hoard is conservative and tries to shrink it incrementally, only freeing the nodes that are currently the most used.
Hoard manages all memory allocation from the pool. It will never allocate memory from the heap or mmap.
The memory allocator is mostly used to allocate memory from the heap. The allocator can also be used to deallocate heap-allocated memory.
Some of the operations used by the allocator are illustrated here. Memory allocation is complicated by the fact that you can store the size of memory allocated.
Hoard supports both static and dynamic allocation. Static allocation is more efficient than dynamic allocation. This means that memory can be allocated explicitly using static allocation. But static allocation comes with a price: you can not pass a parameter to the function that returns the memory location.
Hoard has dynamic allocation. The returned pointer points to the malloc’ed memory. Hoard is able to support C-style strings: the size is stored at the memory location.
Allocation and deallocation is not a problem with Hoard: the allocator always holds one allocator for each node in the tree. If a node is freed, the node’s allocator is freed. The allocator is freed as soon as a node is deallocated. The only thing you have to do is to ensure that the memory returned by the allocator can be freed.
1. A copy of Super Smash Bros. Melee for Windows, Mac, or Linux 2.8.x or higher
3. A Wii U with the Smash Switch App installed
4. A GameCube or Wii with Melee or Brawl installed
5. A copy of GCNSmash or SmashPad available through the GCNSmash site
6. A headset
1. Downloaded the mod and installed it (see Mod installation) 2. Restarted the Wii U after installing the mod (for Melee) or after downloading