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Custom Memory Management

Beginning of the lesson

Custom Memory Management

Owning allocation itself: arenas, pools, placement new and alignment

Big Idea: The global new/delete and malloc/free are general-purpose allocators: they must serve any size, any lifetime, from any thread. That generality costs time, wastes cache, and fragments memory. A custom allocator gives up generality on purpose - you know your program's allocation pattern, so you can hand back memory faster and more compactly than a general allocator ever could. This topic is about separating allocation from construction and taking control of both.
By the end you will be able to:
  • explain why the general-purpose heap is slow and fragmenting,
  • use placement new to construct an object into memory you already own, and destroy it by hand,
  • build an arena (bump) allocator and a fixed-size pool, and say when each is appropriate,
  • reason about alignment with alignof, alignas and std::align,
  • plug a custom memory resource into the STL with C++17 <memory_resource>.

1. Why the general heap hurts

Every call to ::operator new or malloc may do a surprising amount of work: search a free list or size-class bins for a block, split or coalesce blocks, update bookkeeping headers, and - under contention - take a lock. The returned block carries hidden per-allocation overhead (a size/header word, rounding up to a size class) and lands wherever the allocator found room, not next to its neighbours. Three costs matter for advanced code:

  • Latency: a single allocation can cost hundreds of nanoseconds; in a hot loop that dominates.
  • Fragmentation: after many mixed-size allocations and frees, free memory is chopped into pieces too small to reuse. External fragmentation wastes space between blocks; internal fragmentation wastes the padding inside a rounded-up block.
  • Cache locality: objects that are used together but allocated far apart cause cache misses. A custom allocator can pack them contiguously.

The fix is not "write a faster malloc". It is to exploit a pattern the general allocator cannot know about: "all these objects die at the same time" (arena), or "every object is exactly the same size" (pool). When the pattern holds, the allocator collapses to a pointer bump or a linked-list pop - a few instructions, no search, no lock.

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  • Worked examples
  • Common mistakes and how to avoid them
  • Test questions: 15
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