Title | Definition |
---|---|
%Execution Time Garbage Collecting | Percentage of execution time that is spent garbage collecting. |
%Free | Average ratio of unused to used space in allocation contexts at garbage collection time.
Note: This counter is not yet implemented. |
Collections (Gen0) | The number of garbage collections that happened in generation 0. |
Collections (Gen1) | The number of garbage collections that happened in generation 1. |
Collections (Gen2) | The number of garbage collections that happened in generation 2. |
Finalization Survivors | Number of objects with executed finalizers. If this number is high, you can reduce the number of finalizers or call finalizers explicitly. |
GCs (Large Object Heap Induced) | The number of garbage collections in response to large object heaps. The allocation of large objects is handled specially. These garbage collections always occur in generation 2.
Note: This counter is not yet implemented. |
GCs (%Program Induced) | The percentage of garbage collections that are programmed induced. |
Handles | Number of handles in use. Handles are used to implement references. |
Heap Size (Gen0) | The heap size in kilobytes for generation 0. |
Heap Size (Gen1) | The heap size in kilobytes for generation 1. |
Heap Size (Gen2) | The heap size in kilobytes for generation 2. |
Heap Size (Large Object) | The heap size in kilobytes for large object heaps. The allocation of large objects is handled specially. |
Memory Allocated/sec | The rate in bytes/sec at which memory is allocated by managed code. |
Memory Survived (Gen0 to Gen1) | The average amount of memory that survived from generation 0 to generation 1. |
Memory Survived (Gen1 to Gen2) | The average amount of memory that survived from generation 1 to generation 2. |
Pinned Objects | Number of pinned objects caught by garbage collector. Pinned objects are objects that should not be a moved to a different location. |
Sink Blocks | Number of sink blocks in use. A sink block is data that belongs to an object and is allocated on demand. Synchronization primitives use sink blocks. |