In computer science, shared memory is memory that may be simultaneously accessed by multiple programs with an intent to provide communication among them or avoid redundant copies. Shared memory is an efficient means of passing data between programs. Depending on context, programs may run on a single processor or on multiple separate processors.

Using memory for communication inside a single program, e.g. among its multiple threads, is also referred to as shared memory.

Shared memory

In hardware

In computer hardware, shared memory refers to a (typically large) block of random access memory (RAM) that can be accessed by several different central processing units (CPUs) in a multiprocessor computer system.

Shared memory

Shared memory systems may use: uniform memory access (UMA): all the processors share the physical memory uniformly; non-uniform memory access (NUMA): memory access time depends on the memory location relative to a processor; cache-only memory architecture (COMA): the local memories for the processors at each node is used as cache instead of as actual main memory.

Shared memory

A shared memory system is relatively easy to program since all processors share a single view of data and the communication between processors can be as fast as memory accesses to the same location. The issue with shared memory systems is that many CPUs need fast access to memory and will likely cache memory, which has two complications: access time degradation: when several processors try to access the same memory location it causes contention. Trying to access nearby memory locations may cause false sharing. Shared memory computers cannot scale very well. Most of them have ten or fewer processors; lack of data coherence: whenever one cache is updated with information that may be used by other processors, the change needs to be reflected to the other processors, otherwise the different processors will be working with incoherent data. Such cache coherence protocols can, when they work well, provide extremely high-performance access to shared information between multiple processors. On the other hand, they can sometimes become overloaded and become a bottleneck to performance.

Technologies like crossbar switches, Omega networks, HyperTransport or front-side bus can be used to dampen the bottleneck-effects.

In case of a Heterogeneous System Architecture (processor architecture that integrates different types of processors, such as CPUs and GPUs, with shared memory), the memory management unit (MMU) of the CPU and the input–output memory management unit (IOMMU) of the GPU have to share certain characteristics, like a common address space.

The alternatives to shared memory are distributed memory and distributed shared memory, each having a similar set of issues.

In software

In computer software, shared memory is either

a method of inter-process communication (IPC), i.e. a way of exchanging data between programs running at the same time. One process will create an area in RAM which other processes can access; a method of conserving memory space by directing accesses to what would ordinarily be copies of a piece of data to a single instance instead, by using virtual memory mappings or with explicit support of the program in question. This is most often used for shared libraries and for Execute in place (XIP).

Since both processes can access the shared memory area like regular working memory, this is a very fast way of communication (as opposed to other mechanisms of IPC such as named pipes, Unix domain sockets or CORBA). On the other hand, it is less scalable, as for example the communicating processes must be running on the same machine (of other IPC methods, only Internet domain sockets—not Unix domain sockets—can use a computer network), and care must be taken to avoid issues if processes sharing memory are running on separate CPUs and the underlying architecture is not cache coherent.

IPC by shared memory is used for example to transfer images between the application and the X server on Unix systems, or inside the IStream object returned by CoMarshalInterThreadInterfaceInStream in the COM libraries under Windows.

Dynamic libraries are generally held in memory once and mapped to multiple processes, and only pages that had to be customized for the individual process (because a symbol resolved differently there) are duplicated, usually with a mechanism known as copy-on-write that transparently copies the page when a write is attempted, and then lets the write succeed on the private copy.