Implicit garbage collection could have been added in, but it just didn't make the cut. Probably due to not just implementation complications, but also due to people not being able to come to a general consensus fast enough.
A quote from Bjarne Stroustrup himself:
I had hoped that a garbage collector
which could be optionally enabled
would be part of C++0x, but there were
enough technical problems that I have
to make do with just a detailed
specification of how such a collector
integrates with the rest of the
language, if provided. As is the case
with essentially all C++0x features,
an experimental implementation exists.
There is a good discussion of the topic here.
General overview:
C++ is very powerful and allows you to do almost anything. For this reason it doesn't automatically push many things onto you that might impact performance. Garbage collection can be easily implemented with smart pointers (objects that wrap pointers with a reference count, which auto delete themselves when the reference count reaches 0).
C++ was built with competitors in mind that did not have garbage collection. Efficiency was the main concern that C++ had to fend off criticism from in comparison to C and others.
There are 2 types of garbage collection...
Explicit garbage collection:
C++0x will have garbage collection via pointers created with shared_ptr
If you want it you can use it, if you don't want it you aren't forced into using it.
You can currently use boost:shared_ptr as well if you don't want to wait for C++0x.
Implicit garbage collection:
It does not have transparent garbage collection though. It will be a focus point for future C++ specs though.
Why Tr1 doesn't have implicit garbage collection?
There are a lot of things that tr1 of C++0x should have had, Bjarne Stroustrup in previous interviews stated that tr1 didn't have as much as he would have liked.
Any half-decent garbage collector will handle cycles.
Cycles are only a problem if you do naive reference counting.
Most garbage collectors don't do ref-counting (both because it can't handle cycles, and because it's inefficient). Instead, they simply follow every reference they can find, starting from "roots" (typically globals and stack-based variables), and mark everything they can find as "reachable".
Then they simply reclaim all other memory.
Cycles are no problem because they just mean that the same node will be reached multiple times. After the first time, the node will be marked as "reachable" already, and so the GC will know that it's been there already, and skip the node.
Even more primitive GC's based on reference-counting typically implement algorithms to detect and break cycles.
In short, it's not something you have to worry about.
I seem to recall that IE6's Javascript GC actually failed to handle cycles (I could be wrong, it's been a while since I read it, and it's been much, much longer since I touched IE6), but in any modern implementation, it is no problem.
The entire point in a garbage collector is to abstract away memory management. If you have to do this work yourself, your GC is broken.
See MDN for more information on modern garbage collection and the mark-and-sweep algorithms that are used.
Best Answer
There's a lot of advanced material about garbage collection out there. The Garbage Collection Handbook is great. But I found there was precious little basic introductory information so I wrote some articles about it. Prototyping a mark-sweep garbage collector describes a minimal mark-sweep GC written in F#. The Very Concurrent Garbage Collector describes a more advanced concurrent collector. HLVM is a virtual machine I wrote that includes a stop-the-world collector that handles threading.
The simplest way to implement a garbage collector is:
Make sure you can collate the global roots. These are the local and global variables that contain references into the heap. For local variables, push them on to a shadow stack for the duration of their scope.
Make sure you can traverse the heap, e.g. every value in the heap is an object that implements a
Visit
method that returns all of the references from that object.Keep the set of all allocated values.
Allocate by calling
malloc
and inserting the pointer into the set of all allocated values.When the total size of all allocated values exceeds a quota, kick off the mark and then sweep phases. This recursively traverses the heap accumulating the set of all reachable values.
The set difference of the allocated values minus the reachable values is the set of unreachable values. Iterate over them calling
free
and removing them from the set of allocated values.Set the quota to twice the total size of all allocated values.