GC vs. Manual Memory Management Real World Comparison

Benjamin Thaut code at benjamin-thaut.de
Wed Sep 5 04:19:46 PDT 2012


Am 05.09.2012 13:10, schrieb Alex Rønne Petersen:
>
> Is source code available anywhere?
>
> Also, I have to point out that programming for a garbage collected
> runtime is very different from doing manual memory management. The same
> patterns don't apply, and you optimize in different ways. For instance,
> when using a GC, it is very recommendable that you allocate up front and
> use object pooling - and most importantly, don't allocate at all during
> your render loop.
>

The sourcecode is not aviable yet, as it is in a repository of my 
university, but I can zip it and upload the current version if that is 
wanted. But it currently does only support Windows and does not have any 
setup instructions yet.

I do object pooling in both versions, as in game developement you 
usually don't allocate during the frame. But still in the GC version you 
have the problem that way to many parts of the language allocate and you 
don't event notice it when using the GC.

Just to clarify, I'm into 3d engine developement since about 7 years 
now. So I'm not a newcomer to the subject.

Kind Regards
Benjamin Thaut


More information about the Digitalmars-d-announce mailing list