We've seen plenty of questions about when and why to use try
/catch
and try
/catch
/finally
. And I know there's definitely a use case for try
/finally
(especially since it is the way the using
statement is implemented).
We've also seen questions about the overhead of try/catch and exceptions.
The question I linked to, however, doesn't talk about the overhead of having JUST try-finally.
Assuming there are no exceptions from anything that happens in the try
block, what's the overhead of making sure that the finally
statements get executed on leaving the try
block (sometimes by returning from the function)?
Again, I'm asking ONLY about try
/finally
, no catch
, no throwing of exceptions.
Thanks!
EDIT: Okay, I'm going to try to show my use case a little better.
Which should I use, DoWithTryFinally
or DoWithoutTryFinally
?
public bool DoWithTryFinally()
{
this.IsBusy = true;
try
{
if (DoLongCheckThatWillNotThrowException())
{
this.DebugLogSuccess();
return true;
}
else
{
this.ErrorLogFailure();
return false;
}
}
finally
{
this.IsBusy = false;
}
}
publi开发者_如何学Goc bool DoWithoutTryFinally()
{
this.IsBusy = true;
if (DoLongCheckThatWillNotThrowException())
{
this.DebugLogSuccess();
this.IsBusy = false;
return true;
}
else
{
this.ErrorLogFailure();
this.IsBusy = false;
return false;
}
}
This case is overly simplistic because there are only two return points, but imagine if there were four... or ten... or a hundred.
At some point I would want to use try
/finally
for the following reasons:
- Keep to DRY principles (especially as the number of exit points gets higher)
- If it turns out that I'm wrong about my inner function not throwing an exception, then I want to make sure
this.Working
is set tofalse
.
So hypothetically, given performance concerns, maintainability, and DRY principles, for what number of exit points (especially if I can assume that all inner exceptions are caught) do I want to incur whatever performance penalty is associated with try
/finally
?
EDIT #2: I changed the name of this.Working
to this.IsBusy
. Sorry, forgot to mention this is multithreaded (though only one thread will ever actually call the method); other threads will be polling to see if the object is doing its work. The return value is merely success or failure for if the work went as expected.
Why not look at what you actually get?
Here is a simple chunk of code in C#:
static void Main(string[] args)
{
int i = 0;
try
{
i = 1;
Console.WriteLine(i);
return;
}
finally
{
Console.WriteLine("finally.");
}
}
And here is the resulting IL in the debug build:
.method private hidebysig static void Main(string[] args) cil managed
{
.entrypoint
.maxstack 1
.locals init ([0] int32 i)
L_0000: nop
L_0001: ldc.i4.0
L_0002: stloc.0
L_0003: nop
L_0004: ldc.i4.1
L_0005: stloc.0
L_0006: ldloc.0 // here's the WriteLine of i
L_0007: call void [mscorlib]System.Console::WriteLine(int32)
L_000c: nop
L_000d: leave.s L_001d // this is the flavor of branch that triggers finally
L_000f: nop
L_0010: ldstr "finally."
L_0015: call void [mscorlib]System.Console::WriteLine(string)
L_001a: nop
L_001b: nop
L_001c: endfinally
L_001d: nop
L_001e: ret
.try L_0003 to L_000f finally handler L_000f to L_001d
}
and here's the assembly generated by the JIT when running in debug:
00000000 push ebp
00000001 mov ebp,esp
00000003 push edi
00000004 push esi
00000005 push ebx
00000006 sub esp,34h
00000009 mov esi,ecx
0000000b lea edi,[ebp-38h]
0000000e mov ecx,0Bh
00000013 xor eax,eax
00000015 rep stos dword ptr es:[edi]
00000017 mov ecx,esi
00000019 xor eax,eax
0000001b mov dword ptr [ebp-1Ch],eax
0000001e mov dword ptr [ebp-3Ch],ecx
00000021 cmp dword ptr ds:[00288D34h],0
00000028 je 0000002F
0000002a call 59439E21
0000002f xor edx,edx
00000031 mov dword ptr [ebp-40h],edx
00000034 nop
int i = 0;
00000035 xor edx,edx
00000037 mov dword ptr [ebp-40h],edx
try
{
0000003a nop
i = 1;
0000003b mov dword ptr [ebp-40h],1
Console.WriteLine(i);
00000042 mov ecx,dword ptr [ebp-40h]
00000045 call 58DB2EA0
0000004a nop
return;
0000004b nop
0000004c mov dword ptr [ebp-20h],0
00000053 mov dword ptr [ebp-1Ch],0FCh
0000005a push 4E1584h
0000005f jmp 00000061
}
finally
{
00000061 nop
Console.WriteLine("finally.");
00000062 mov ecx,dword ptr ds:[036E2088h]
00000068 call 58DB2DB4
0000006d nop
}
0000006e nop
0000006f pop eax
00000070 jmp eax
00000072 nop
}
00000073 nop
00000074 lea esp,[ebp-0Ch]
00000077 pop ebx
00000078 pop esi
00000079 pop edi
0000007a pop ebp
0000007b ret
0000007c mov dword ptr [ebp-1Ch],0
00000083 jmp 00000072
Now, if I comment out the try and finally and the return, I get nearly identical assembly from the JIT. The differences you'll see are a jump into the finally block and some code to figure out where to go after the finally is executed. So you're talking about TINY differences. In release, the jump into the finally will get optimized out - braces are nop instructions, so this would become a jump to the next instruction, which is also a nop - that's an easy peephole optimization. The pop eax and then jmp eax is similarly cheap.
{
00000000 push ebp
00000001 mov ebp,esp
00000003 push edi
00000004 push esi
00000005 push ebx
00000006 sub esp,34h
00000009 mov esi,ecx
0000000b lea edi,[ebp-38h]
0000000e mov ecx,0Bh
00000013 xor eax,eax
00000015 rep stos dword ptr es:[edi]
00000017 mov ecx,esi
00000019 xor eax,eax
0000001b mov dword ptr [ebp-1Ch],eax
0000001e mov dword ptr [ebp-3Ch],ecx
00000021 cmp dword ptr ds:[00198D34h],0
00000028 je 0000002F
0000002a call 59549E21
0000002f xor edx,edx
00000031 mov dword ptr [ebp-40h],edx
00000034 nop
int i = 0;
00000035 xor edx,edx
00000037 mov dword ptr [ebp-40h],edx
//try
//{
i = 1;
0000003a mov dword ptr [ebp-40h],1
Console.WriteLine(i);
00000041 mov ecx,dword ptr [ebp-40h]
00000044 call 58EC2EA0
00000049 nop
// return;
//}
//finally
//{
Console.WriteLine("finally.");
0000004a mov ecx,dword ptr ds:[034C2088h]
00000050 call 58EC2DB4
00000055 nop
//}
}
00000056 nop
00000057 lea esp,[ebp-0Ch]
0000005a pop ebx
0000005b pop esi
0000005c pop edi
0000005d pop ebp
0000005e ret
So you're talking very, very tiny costs for try/finally. There are very few problem domains where this matters. If you're doing something like memcpy and put a try/finally around each byte being copied and then proceed to copy hundreds of MB of data, I could see that being an issue, but in most usage? Negligible.
So let's assume there's an overhead. Are you going to stop using finally
then? Hopefully not.
IMO performance metrics are only relevant if you can choose between different options. I cannot see how you can get the semantic of finally
without using finally
.
try/finally
is very lightweight. Actually, so is try/catch/finally
as long as no exception is thrown.
I had a quick profile app I did a while ago to test it out; in a tight loop, it really added nothing at all to execution time.
I'd post it again, but it was really simple; just run a tight loop doing something, with a try/catch/finally
that does not throw any exceptions inside the loop, and time the results against a version without the try/catch/finally
.
Let's actually put some benchmark numbers to this. What this benchmark shows is that, indeed, the time of having a try/finally is about as small as the overhead of a call to an empty function (probably better put: "a jump to the next instruction" as the IL expert stated it above).
static void RunTryFinallyTest()
{
int cnt = 10000000;
Console.WriteLine(TryFinallyBenchmarker(cnt, false));
Console.WriteLine(TryFinallyBenchmarker(cnt, false));
Console.WriteLine(TryFinallyBenchmarker(cnt, false));
Console.WriteLine(TryFinallyBenchmarker(cnt, false));
Console.WriteLine(TryFinallyBenchmarker(cnt, false));
Console.WriteLine(TryFinallyBenchmarker(cnt, true));
Console.WriteLine(TryFinallyBenchmarker(cnt, true));
Console.WriteLine(TryFinallyBenchmarker(cnt, true));
Console.WriteLine(TryFinallyBenchmarker(cnt, true));
Console.WriteLine(TryFinallyBenchmarker(cnt, true));
Console.ReadKey();
}
static double TryFinallyBenchmarker(int count, bool useTryFinally)
{
int over1 = count + 1;
int over2 = count + 2;
if (!useTryFinally)
{
var sw = Stopwatch.StartNew();
for (int i = 0; i < count; i++)
{
// do something so optimization doesn't ignore whole loop.
if (i == over1) throw new Exception();
if (i == over2) throw new Exception();
}
return sw.Elapsed.TotalMilliseconds;
}
else
{
var sw = Stopwatch.StartNew();
for (int i = 0; i < count; i++)
{
// do same things, just second in the finally, make sure finally is
// actually doing something and not optimized out
try
{
if (i == over1) throw new Exception();
} finally
{
if (i == over2) throw new Exception();
}
}
return sw.Elapsed.TotalMilliseconds;
}
}
Result: 33,33,32,35,32 63,64,69,66,66 (milliseconds, make sure you have code optimization on)
So about 33 milliseconds overhead for the try/finally in 10 million loops.
Per try/finally then, we are talking 0.033/10000000 =
3.3 nanoseconds or 3.3 billionth of a second overhead of a try/finally.
What Andrew Barber said. The actual TRY/CATCH statements add no/negligible overhead unless an exception is thrown. There's nothing really special about finally. Your code just always jumps to finally after the code in the try+catch statements are done
In lower levels finally
is just as expensive as an else
if the condition not met. It is actually a jump in assembler (IL).
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