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一 内存读取粒度 Memory access granularity
Programmers are conditioned to think of memory as a simple array of bytes. Among C and its descendants, char*
is ubiquitous as meaning "a block of memory", and even Java? has its byte[]
type to represent raw memory.
Figure 1. How programmers see memory
However, your computer's processor does not read from and write to memory in byte-sized chunks. Instead, it accesses memory in two-, four-, eight- 16- or even 32-byte chunks. We'll call the size in which a processor accesses memory its memory access granularity.
Figure 2. How processors see memory
The difference between how high-level programmers think of memory and how modern processors actually work with memory raises interesting issues that this article explores.
If you don't understand and address alignment issues in your software, the following scenarios, in increasing order of severity, are all possible:
- Your software will run slower.
- Your application will lock up.
- Your operating system will crash.
- Your software will silently fail, yielding incorrect results.
To illustrate the principles behind alignment, examine a constant task, and how it's affected by a processor's memory access granularity. The task is simple: first read four bytes from address 0 into the processor's register. Then read four bytes from address 1 into the same register.
First examine what would happen on a processor with a one-byte memory access granularity:
Figure 3. Single-byte memory access granularity
This fits in with the naive programmer's model of how memory works: it takes the same four memory accesses to read from address 0 as it does from address 1. Now see what would happen on a processor with two-byte granularity, like the original 68000:
Figure 4. Double-byte memory access granularity
When reading from address 0, a processor with two-byte granularity takes half the number of memory accesses as a processor with one-byte granularity. Because each memory access entails a fixed amount overhead, minimizing the number of accesses can really help performance.
However, notice what happens when reading from address 1. Because the address doesn't fall evenly on the processor's memory access boundary, the processor has extra work to do. Such an address is known as an unaligned address. Because address 1 is unaligned, a processor with two-byte granularity must perform an extra memory access, slowing down the operation.
Finally, examine what would happen on a processor with four-byte memory access granularity, like the 68030 or PowerPC? 601:
Figure 5. Quad-byte memory access granularity
A processor with four-byte granularity can slurp up four bytes from an aligned address with one read. Also note that reading from an unaligned address doubles the access count.
Now that you understand the fundamentals behind aligned data access, you can explore some of the issues related to alignment.
A processor has to perform some tricks when instructed to access an unaligned address. Going back to the example of reading four bytes from address 1 on a processor with four-byte granularity, you can work out exactly what needs to be done:
Figure 6. How processors handle unaligned memory access
The processor needs to read the first chunk of the unaligned address and shift out the "unwanted" bytes from the first chunk. Then it needs to read the second chunk of the unaligned address and shift out some of its information. Finally, the two are merged together for placement in the register. It's a lot of work.
Some processors just aren't willing to do all of that work for you.
The original 68000 was a processor with two-byte granularity and lacked the circuitry to cope with unaligned addresses. When presented with such an address, the processor would throw an exception. The original Mac OS didn't take very kindly to this exception, and would usually demand the user restart the machine. Ouch.
Later processors in the 680x0 series, such as the 68020, lifted this restriction and performed the necessary work for you. This explains why some old software that works on the 68020 crashes on the 68000. It also explains why, way back when, some old Mac coders initialized pointers with odd addresses. On the original Mac, if the pointer was accessed without being reassigned to a valid address, the Mac would immediately drop into the debugger. Often they could then examine the calling chain stack and figure out where the mistake was.
All processors have a finite number of transistors to get work done. Adding unaligned address access support cuts into this "transistor budget." These transistors could otherwise be used to make other portions of the processor work faster, or add new functionality altogether.
An example of a processor that sacrifices unaligned address access support in the name of speed is MIPS. MIPS is a great example of a processor that does away with almost all frivolity in the name of getting real work done faster.
The PowerPC takes a hybrid approach. Every PowerPC processor to date has hardware support for unaligned 32-bit integer access. While you still pay a performance penalty for unaligned access, it tends to be small.
On the other hand, modern PowerPC processors lack hardware support for unaligned 64-bit floating-point access. When asked to load an unaligned floating-point number from memory, modern PowerPC processors will throw an exception and have the operating system perform the alignment chores in software. Performing alignment in software is much slower than performing it in hardware.
内存对齐有一个好处是提高访问内存的速度,因为在许多数据结构中都需要占用内存,在很多系统中,要求内存分配的时候要对齐.下面是对为什么可以提高内存速度通过代码做了解释!
代码解释Writing some tests illustrates the performance penalties of unaligned memory access. The test is simple: you read, negate, and write back the numbers in a ten-megabyte buffer. These tests have two variables:
- The size, in bytes, in which you process the buffer. First you'll process the buffer one byte at a time. Then you'll move onto two-, four- and eight-bytes at a time.
- The alignment of the buffer. You'll stagger the alignment of the buffer by incrementing the pointer to the buffer and running each test again.
These tests were performed on a 800 MHz PowerBook G4. To help normalize performance fluctuations from interrupt processing, each test was run ten times, keeping the average of the runs. First up is the test that operates on a single byte at a time:
Listing 1. Munging data one byte at a timevoid Munge8( void *data, uint32_t size ) {
uint8_t *data8 = (uint8_t*) data;
uint8_t *data8End = data8 + size;
while( data8 != data8End ) {
*data8++ = -*data8;
}
}
It took an average of 67,364 microseconds to execute this function. Now modify it to work on two bytes at a time instead of one byte at a time -- which will halve the number of memory accesses:
Listing 2. Munging data two bytes at a time
void Munge16( void *data, uint32_t size ) { uint16_t *data16 = (uint16_t*) data; uint16_t *data16End = data16 + (size >> 1); /* Divide size by 2. */ uint8_t *data8 = (uint8_t*) data16End; uint8_t *data8End = data8 + (size & 0x00000001); /* Strip upper 31 bits. */ while( data16 != data16End ) { *data16++ = -*data16; } while( data8 != data8End ) { *data8++ = -*data8; } }
This function took 48,765 microseconds to process the same ten-megabyte buffer -- 38% faster than Munge8. However, that buffer was aligned. If the buffer is unaligned, the time required increases to 66,385 microseconds -- about a 27% speed penalty. The following chart illustrates the performance pattern of aligned memory accesses versus unaligned accesses:
Figure 7. Single-byte access versus double-byte access
The first thing you notice is that accessing memory one byte at a time is uniformly slow. The second item of interest is that when accessing memory two bytes at a time, whenever the address is not evenly divisible by two, that 27% speed penalty rears its ugly head.
Now up the ante, and process the buffer four bytes at a time:
Listing 3. Munging data four bytes at a time
void Munge16( void *data, uint32_t size ) { uint16_t *data16 = (uint16_t*) data; uint16_t *data16End = data16 + (size >> 1); /* Divide size by 2. */ uint8_t *data8 = (uint8_t*) data16End; uint8_t *data8End = data8 + (size & 0x00000001); /* Strip upper 31 bits. */ while( data16 != data16End ) { *data16++ = -*data16; } while( data8 != data8End ) { *data8++ = -*data8; } }
This function processes an aligned buffer in 43,043 microseconds and an unaligned buffer in 55,775 microseconds, respectively. Thus, on this test machine, accessing unaligned memory four bytes at a time is slower than accessing aligned memory two bytes at a time:
Figure 8. Single- versus double- versus quad-byte access
Now for the horror story: processing the buffer eight bytes at a time.
Listing 4. Munging data eight bytes at a time
void Munge32( void *data, uint32_t size ) {
uint32_t *data32 = (uint32_t*) data;
uint32_t *data32End = data32 + (size >> 2); /* Divide size by 4. */
uint8_t *data8 = (uint8_t*) data32End;
uint8_t *data8End = data8 + (size & 0x00000003); /* Strip upper 30 bits. */
while( data32 != data32End ) {
*data32++ = -*data32;
}
while( data8 != data8End ) {
*data8++ = -*data8;
}
}
Munge64
processes
an aligned buffer in 39,085 microseconds -- about 10% faster than
processing the buffer four bytes at a time. However, processing an
unaligned buffer takes an amazing 1,841,155 microseconds -- two orders
of magnitude slower than aligned access, an outstanding 4,610%
performance penalty!
What happened? Because modern PowerPC processors lack hardware support for unaligned floating-point access, the processor throws an exception for each unaligned access. The operating system catches this exception and performs the alignment in software. Here's a chart illustrating the penalty, and when it occurs:
Figure 9. Multiple-byte access comparison
The penalties for one-, two- and four-byte unaligned access are dwarfed by the horrendous unaligned eight-byte penalty. Maybe this chart, removing the top (and thus the tremendous gulf between the two numbers), will be clearer:
Figure 10. Multiple-byte access comparison #2
There's another subtle insight hidden in this data. Compare eight-byte access speeds on four-byte boundaries:
Figure 11. Multiple-byte access comparison #3
Notice accessing memory eight bytes at a time on four- and twelve- byte boundaries is slower than reading the same memory four or even two bytes at a time. While PowerPCs have hardware support for four-byte aligned eight-byte doubles, you still pay a performance penalty if you use that support. Granted, it's no where near the 4,610% penalty, but it's certainly noticeable. Moral of the story: accessing memory in large chunks can be slower than accessing memory in small chunks, if that access is not aligned.
All modern processors offer atomic instructions. These special instructions are crucial for synchronizing two or more concurrent tasks. As the name implies, atomic instructions must be indivisible -- that's why they're so handy for synchronization: they can't be preempted.
It turns out that in order for atomic instructions to perform correctly, the addresses you pass them must be at least four-byte aligned. This is because of a subtle interaction between atomic instructions and virtual memory.
If an address is unaligned, it requires at least two memory accesses. But what happens if the desired data spans two pages of virtual memory? This could lead to a situation where the first page is resident while the last page is not. Upon access, in the middle of the instruction, a page fault would be generated, executing the virtual memory management swap-in code, destroying the atomicity of the instruction. To keep things simple and correct, both the 68K and PowerPC require that atomically manipulated addresses always be at least four-byte aligned.
Unfortunately, the PowerPC does not throw an exception when atomically storing to an unaligned address. Instead, the store simply always fails. This is bad because most atomic functions are written to retry upon a failed store, under the assumption they were preempted. These two circumstances combine to where your program will go into an infinite loop if you attempt to atomically store to an unaligned address. Oops.
Altivec is all about speed. Unaligned memory access slows down the processor and costs precious transistors. Thus, the Altivec engineers took a page from the MIPS playbook and simply don't support unaligned memory access. Because Altivec works with sixteen-byte chunks at a time, all addresses passed to Altivec must be sixteen-byte aligned. What's scary is what happens if your address is not aligned.
Altivec won't throw an exception to warn you about the unaligned address. Instead, Altivec simply ignores the lower four bits of the address and charges ahead, operating on the wrong address. This means your program may silently corrupt memory or return incorrect results if you don't explicitly make sure all your data is aligned.
There is an advantage to Altivec's bit-stripping ways. Because you don't need to explicitly truncate (align-down) an address, this behavior can save you an instruction or two when handing addresses to the processor.
This is not to say Altivec can't process unaligned memory. You can find detailed instructions how to do so on the Altivec Programming Environments Manual (see Resources). It requires more work, but because memory is so slow compared to the processor, the overhead for such shenanigans is surprisingly low.
Examine the following structure:
Listing 5. An innocent structure
void Munge64( void *data, uint32_t size ) {
typedef struct {
char a;
long b;
char c;
} Struct;What is the size of this structure in bytes? Many programmers will answer "6 bytes." It makes sense: one byte for a
, four bytes forb
and another byte for c
. 1 + 4 + 1 equals 6. Here's how it would lay out in memory:
Field Type | Field Name | Field Offset | Field Size | Field End |
char |
a |
0 | 1 | 1 |
long |
b |
1 | 4 | 5 |
char |
c |
5 | 1 | 6 |
Total Size in Bytes: | 6 |
However, if you were to ask your compiler to sizeof( Struct )
,
chances are the answer you'd get back would be greater than six,
perhaps eight or even twenty-four. There's two reasons for this:
backwards compatibility and efficiency.
First,
backwards compatibility. Remember the 68000 was a processor with
two-byte memory access granularity, and would throw an exception upon
encountering an odd address. If you were to read from or write to field b
,
you'd attempt to access an odd address. If a debugger weren't
installed, the old Mac OS would throw up a System Error dialog box with
one button: Restart. Yikes!
So, instead of laying out your fields just the way you wrote them, the compiler padded the structure so that b
and c
would reside at even addresses:
Field Type | Field Name | Field Offset | Field Size | Field End |
char |
a |
0 | 1 | 1 |
padding | 1 | 1 | 2 | |
long |
b |
2 | 4 | 6 |
char |
c |
6 | 1 | 7 |
padding | 7 | 1 | 8 | |
Total Size in Bytes: | 8 |
Padding is the act of adding otherwise unused space to a structure to make fields line up in a desired way. Now, when the 68020 came out with built-in hardware support for unaligned memory access, this padding was unnecessary. However, it didn't hurt anything, and it even helped a little in performance.
The
second reason is efficiency. Nowadays, on PowerPC machines, two-byte
alignment is nice, but four-byte or eight-byte is better. You probably
don't care anymore that the original 68000 choked on unaligned
structures, but you probably care about potential 4,610% performance
penalties, which can happen if a double
field doesn't sit aligned in a structure of your devising.
内存对齐关键是需要画图!在下面的中文有说明例子
Examine the following structure:
What is the size of this structure in bytes? Many programmers will answer "6 bytes." It makes sense: one byte for a
, four bytes forb
and another byte for c
. 1 + 4 + 1 equals 6. Here's how it would lay out in memory:
Field Type | Field Name | Field Offset | Field Size | Field End |
char |
a |
0 | 1 | 1 |
long |
b |
1 | 4 | 5 |
char |
c |
5 | 1 | 6 |
Total Size in Bytes: | 6 |
However, if you were to ask your compiler to sizeof( Struct )
,
chances are the answer you'd get back would be greater than six,
perhaps eight or even twenty-four. There's two reasons for this:
backwards compatibility and efficiency.
First,
backwards compatibility. Remember the 68000 was a processor with
two-byte memory access granularity, and would throw an exception upon
encountering an odd address. If you were to read from or write to field b
,
you'd attempt to access an odd address. If a debugger weren't
installed, the old Mac OS would throw up a System Error dialog box with
one button: Restart. Yikes!
So, instead of laying out your fields just the way you wrote them, the compiler padded the structure so that b
and c
would reside at even addresses:
Field Type | Field Name | Field Offset | Field Size | Field End |
char |
a |
0 | 1 | 1 |
padding | 1 | 1 | 2 | |
long |
b |
2 | 4 | 6 |
char |
c |
6 | 1 | 7 |
padding | 7 | 1 | 8 | |
Total Size in Bytes: | 8 |
Padding is the act of adding otherwise unused space to a structure to make fields line up in a desired way. Now, when the 68020 came out with built-in hardware support for unaligned memory access, this padding was unnecessary. However, it didn't hurt anything, and it even helped a little in performance.
The
second reason is efficiency. Nowadays, on PowerPC machines, two-byte
alignment is nice, but four-byte or eight-byte is better. You probably
don't care anymore that the original 68000 choked on unaligned
structures, but you probably care about potential 4,610% performance
penalties, which can happen if a double
field doesn't sit aligned in a structure of your devising.
很多人都知道是内存对齐所造成的原因,却鲜有人告诉你内存对齐的基本原理!上面作者就做了解释!
- Your software may hit performance-killing unaligned memory access exceptions, which invoke very expensive alignment exception handlers.
- Your application may attempt to atomically store to an unaligned address, causing your application to lock up.
- Your application may attempt to pass an unaligned address to Altivec, resulting in Altivec reading from and/or writing to the wrong part of memory, silently corrupting data or yielding incorrect results.
-
一、内存对齐的原因 - 大部分的参考资料都是如是说的:
1、平台原因(移植原因):不是所有的硬件平台都能访问任意地址上的任意数据的;某些硬件平台只能在某些地址处取某些特定类型的数据,否则抛出硬件异常。
2、性能原因:数据结构(尤其是栈)应该尽可能地在自然边界上对齐。原因在于,为了访问未对齐的内存,处理器需要作两次内存访问;而对齐的内存访问仅需要一次访问。
二、对齐规则
每个特定平台上的编译器都有自己的默认“对齐系数”(也叫对齐模数)。程序员可以通过预编译命令#pragma pack(n),n=1,2,4,8,16来改变这一系数,其中的n就是你要指定的“对齐系数”。
规则:
1、数据成员对齐规则:结构(struct)(或联合(union))的数据成员,第一个数据成员放在offset为0的地方,以后每个数据成员的对齐按照#pragma pack指定的数值和这个数据成员
自身长度中,比较小的那个进行。
2、结构(或联合)的整体对齐规则:在数据成员完成各自对齐之后,结构(或联合)本身也要进行对齐,对齐将按照#pragma pack指定的数值和结构(或联合)最大数据成员长度中,比较小的那个进行。
3、结合1、2可推断:当#pragma pack的n值等于或超过所有数据成员长度的时候,这个n值的大小将不产生任何效果。
三、试验
下面我们通过一系列例子的详细说明来证明这个规则
编译器:GCC 3.4.2、VC6.0
平台:Windows XP
典型的struct对齐
struct定义:
#pragma pack(n) /* n = 1, 2, 4, 8, 16 */
struct test_t {
int a;
char b;
short c;
char d;
};
#pragma pack(n)
首先确认在试验平台上的各个类型的size,经验证两个编译器的输出均为:
sizeof(char) = 1
sizeof(short) = 2
sizeof(int) = 4
试验过程如下:通过#pragma pack(n)改变“对齐系数”,然后察看sizeof(struct test_t)的值。
1、1字节对齐(#pragma pack(1))
输出结果:sizeof(struct test_t) = 8 [两个编译器输出一致]
分析过程:
1) 成员数据对齐
#pragma pack(1)
struct test_t {
int a; /* 长度4 > 1 按1对齐;起始offset=0 0%1=0;存放位置区间[0,3] */
char b; /* 长度1 = 1 按1对齐;起始offset=4 4%1=0;存放位置区间[4] */
short c; /* 长度2 > 1 按1对齐;起始offset=5 5%1=0;存放位置区间[5,6] */
char d; /* 长度1 = 1 按1对齐;起始offset=7 7%1=0;存放位置区间[7] */
};
#pragma pack()
成员总大小=8
2) 整体对齐
整体对齐系数 = min((max(int,short,char), 1) = 1
整体大小(size)=$(成员总大小) 按 $(整体对齐系数) 圆整 = 8 /* 8%1=0 */ [注1]
2、2字节对齐(#pragma pack(2))
输出结果:sizeof(struct test_t) = 10 [两个编译器输出一致]
分析过程:
1) 成员数据对齐
#pragma pack(2)
struct test_t {
int a; /* 长度4 > 2 按2对齐;起始offset=0 0%2=0;存放位置区间[0,3] */
char b; /* 长度1 < 2 按1对齐;起始offset=4 4%1=0;存放位置区间[4] */
short c; /* 长度2 = 2 按2对齐;起始offset=6 6%2=0;存放位置区间[6,7] */
char d; /* 长度1 < 2 按1对齐;起始offset=8 8%1=0;存放位置区间[8] */
};
#pragma pack()
成员总大小=9
2) 整体对齐
整体对齐系数 = min((max(int,short,char), 2) = 2
整体大小(size)=$(成员总大小) 按 $(整体对齐系数) 圆整 = 10 /* 10%2=0 */
3、4字节对齐(#pragma pack(4))
输出结果:sizeof(struct test_t) = 12 [两个编译器输出一致]
分析过程:
1) 成员数据对齐
#pragma pack(4)
struct test_t {
int a; /* 长度4 = 4 按4对齐;起始offset=0 0%4=0;存放位置区间[0,3] */
char b; /* 长度1 < 4 按1对齐;起始offset=4 4%1=0;存放位置区间[4] */
short c; /* 长度2 < 4 按2对齐;起始offset=6 6%2=0;存放位置区间[6,7] */
char d; /* 长度1 < 4 按1对齐;起始offset=8 8%1=0;存放位置区间[8] */
};
#pragma pack()
成员总大小=9
2) 整体对齐
整体对齐系数 = min((max(int,short,char), 4) = 4
整体大小(size)=$(成员总大小) 按 $(整体对齐系数) 圆整 = 12 /* 12%4=0 */
4、8字节对齐(#pragma pack(8))
输出结果:sizeof(struct test_t) = 12 [两个编译器输出一致]
分析过程:
1) 成员数据对齐
#pragma pack(8)
struct test_t {
int a; /* 长度4 < 8 按4对齐;起始offset=0 0%4=0;存放位置区间[0,3] */
char b; /* 长度1 < 8 按1对齐;起始offset=4 4%1=0;存放位置区间[4] */
short c; /* 长度2 < 8 按2对齐;起始offset=6 6%2=0;存放位置区间[6,7] */
char d; /* 长度1 < 8 按1对齐;起始offset=8 8%1=0;存放位置区间[8] */
};
#pragma pack()
成员总大小=9
2) 整体对齐
整体对齐系数 = min((max(int,short,char), 8) = 4
整体大小(size)=$(成员总大小) 按 $(整体对齐系数) 圆整 = 12 /* 12%4=0 */
5、16字节对齐(#pragma pack(16))
输出结果:sizeof(struct test_t) = 12 [两个编译器输出一致]
分析过程:
1) 成员数据对齐
#pragma pack(16)
struct test_t {
int a; /* 长度4 < 16 按4对齐;起始offset=0 0%4=0;存放位置区间[0,3] */
char b; /* 长度1 < 16 按1对齐;起始offset=4 4%1=0;存放位置区间[4] */
short c; /* 长度2 < 16 按2对齐;起始offset=6 6%2=0;存放位置区间[6,7] */
char d; /* 长度1 < 16 按1对齐;起始offset=8 8%1=0;存放位置区间[8] */
};
#pragma pack()
成员总大小=9
2) 整体对齐
整体对齐系数 = min((max(int,short,char), 16) = 4
整体大小(size)=$(成员总大小) 按 $(整体对齐系数) 圆整 = 12 /* 12%4=0 */
8字节和16字节对齐试验证明了“规则”的第3点:“当#pragma pack的n值等于或超过所有数据成员长度的时候,这个n值的大小将不产生任何效果”。
内 存分配与内存对齐是个很复杂的东西,不但与具体实现密切相关,而且在不同的操作系统,编译器或硬件平台上规则也不尽相同,虽然目前大多数系统/语言都具有 自动管理、分配并隐藏低层操作的功能,使得应用程序编写大为简单,程序员不在需要考虑详细的内存分配问题。但是,在系统或驱动级以至于高实时,高保密性的 程序开发过程中,程序内存分配问题仍旧是保证整个程序稳定,安全,高效的基础。 -
[注1]
什么是“圆整”?
举例说明:如上面的8字节对齐中的“整体对齐”,整体大小=9 按 4 圆整 = 12
圆整的过程:从9开始每次加一,看是否能被4整除,这里9,10,11均不能被4整除,到12时可以,则圆整结束。
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sizeof(结构体)是指结构体在内存中的大小,而内存对齐是指编译器为了提高程序的效率和可移植性,对内存地址的限制和调整。 在C语言中,结构体的大小不仅取决于结构体成员的个数和类型,还取决于内存对齐的规则。在...
下面是一些关于`sizeof`和`struct`结构体内存对齐的常见知识点: 1. **成员变量对齐**:编译器会根据每个成员变量的大小和对齐规则进行排列,使得每个成员变量的地址都是其自身大小的整数倍。 2. **填充(Padding...
该文档提供了详细解决结构体sizeof问题,从结构体内变量所占空间大小,默认内存对齐大小,强制内存对齐方法,变量在内存中布局的详细分析,语言言简意赅,绝无废话,为读者解决了大量寻找书籍的烦恼,读者可以花费几分钟的...
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sizeof进行结构体大小的判断.sizeof进行结构体大小的判断.sizeof进行结构体大小的判断.
在C语言中,内存字节对齐是指编译器为了提高程序执行效率和可移植性,而对结构体成员在内存中的存储方式进行的调整。这个调整是基于体系结构的对齐规则,旨在提高程序的执行效率和可移植性。 在 C 语言中,sizeof ...
在计算机科学中,内存对齐(Memory Alignment)是编程中一个重要的概念,特别是在处理结构体(Structures)时。内存对齐确保了数据在内存中的存储方式能够有效地被处理器访问,提高性能并避免潜在的错误。本文将深入...
结构体在计算机内存中的对齐方式 在 C 语言中,结构体(struct)是一种自定义数据类型,用于组合多个变量以便更方便地组织和管理数据。但是,当我们使用 sizeof 运算符来获取结构体的大小时,经常会发现结果与预期...
本篇文章将详细解释C语言中的结构体内存对齐原理,并通过一个具体的例子来说明如何计算结构体的实际大小。 #### 什么是内存对齐? 内存对齐是指编译器为了提高程序的运行效率,在存储结构体变量时会自动调整其内部...
本文将深入探讨C++中的内存对齐机制,特别是结构体(`struct`)对齐方面,并提供具体的示例代码进行解释。 #### 二、内置类型的大小 内置类型的大小是指C++中基本数据类型在内存中占用的空间大小。这些类型包括但不...
内存对齐是指在计算机内存中,数据的存储地址必须符合一定规则的现象。这种规则通常由硬件平台和编译器共同决定。内存对齐的主要原因有两个方面: 1. **平台原因(移植原因)**:不同的硬件平台对数据的访问能力...
在C/C++编程中,数据对齐是编译器在内存中安排数据的一种方式,其目的是为了优化内存访问速度。编译器会根据类型大小、编译器版本以及平台的不同来决定数据的对齐方式。数据对齐通常是指数据结构(如结构体和类)中...
在C语言中,内存对齐是一个重要的概念,它涉及到数据在计算机内存中的存储方式。内存对齐的主要目的是提高数据存取效率,减少CPU访问内存时的额外开销。当数据按照特定的规则排列在内存中,可以避免处理器进行不必要...
本文将详细讲解结构内存对齐(StructMemory)的概念、原因以及如何通过`sizeof`运算符来理解其工作原理。 内存对齐是指数据在内存中的存储方式,它遵循一定的规则,确保数据能够被处理器高效地访问。通常,每个数据...
C++ 中的内存资源对齐规则是指在存储器中对数据的排列方式,以确保程序的运行效率和正确性。本文将从深入浅出的角度,展示了指针的密码,介绍 C++ 中的内存对齐规则的概念、作用、实现和算法。 概念: 内存对齐是指...
同时,我们需要注意结构体的内存对齐问题,因为编译器可能会在结构体成员之间插入额外的字节以保证数据访问的效率。这可能会影响到结构体的实际大小,可以通过 sizeof 操作符来获取结构体所占的字节数。 例如,我们...
字节对齐是指在计算机内存中,结构体的成员变量按照一定的规则进行排列,以便提高存取效率和防止错误。不同的硬件平台对存储空间的处理方式不同,一些平台对某些特定类型的数据只能从某些特定地址开始存取。如果不...
这个例子中,成员变量的顺序改变导致了不同的内存对齐和填充字节,从而影响了结构体的总大小。 - sizeof(struct A) = 24; sizeof(struct B) = 48。这里涉及到结构体内部数组和成员的组合,展示了更为复杂的内存对齐...