struct destructor
cc
cc at nevernet.com
Sun May 16 08:04:06 UTC 2021
On Saturday, 15 May 2021 at 18:24:19 UTC, Alain De Vos wrote:
> Thanks, good idea but,
> It does not initiate a GC cycle or free any GC memory.
Personally I wish D would re-implement "delete" and make it "just
work" like one would assume, but from what I've seen there have
been many many debates on that and it isn't going to happen. If
the goal is to absolutely squeeze the GC back down after using
new or dynamic arrays, I find destroy + GC.free often fails to do
the trick (e.g. GC.stats.usedSize remains high). For whatever
reason (I glanced at the code but haven't found the magic yet),
the deprecated __delete does a more thorough job of making sure
that memory actually gets "given up" on a collection cycle
(particularly if you invoke it manually with `GC.collect();
GC.minimize();`. Presumably this isn't a desirable coding
behavior, though. In my field (games), I do do something like
this after initially loading the data to free up all the unused
clutter and scaffolding, but it's very slow to call it every
frame if you've been using the GC to create and delete game
entities. So like Adam says, standard C malloc/free are probably
the best way to go in this case.
```d
import core.stdc.stdlib;
import core.lifetime;
class Foo {}
auto foo = cast(Foo) malloc(__traits(classInstanceSize, Foo));
emplace!Foo(foo, /*constructor args*/);
// ...
destroy(foo);
free(cast(void*)foo);
```
Another alternative is something like the memutils library:
https://code.dlang.org/packages/memutils
```d
class Foo {}
auto foo = ThreadMem.alloc!Foo(/*constructor args*/)
ThreadMem.free(foo); // calls destroy for you, but can still
destroy manually
```
You'll still need to be very careful about any GC mem that gets
allocated within a class like this as it can get lost into the
ether and cause permanent bloat.
I've been doing a lot of iteration tests lately across a whole
bunch of different memory management solutions and the state of
discrete memory management in D for gaming applications is.. not
great. I love D, but for all that it's designed to help reduce
programmer error, it goes the opposite way once you start
breaking free of the GC and having to be extra careful tiptoeing
around its edges. Unfortunately I don't like doing the pure
@nogc/betterC route either, the GC is still really handy to have
when you need it (and are aware that it's being used!), but GC
collections during high intensity gaming are unacceptable (and
deferring them to some later point doesn't help much either).
Fair warning, I'm not one of the D elite with a deep guru-level
knowledge of just precisely how everything is operating under the
hood, so part of this may come down to learning better practices,
but a problem I see IMO is a perceived lack of support or
sympathy for coders who want to use the GC when it's nice, but
not have it smack them in the face when it isn't. Even with the
various articles and forum threads explaining D's memory options,
there's still a general air of "You really should just be using
the GC, so enjoy your no-man's land, you're on your own."
Whether this is only an unfair perception and matter of
documentation, or something that actually needs to be addressed
in the language, is beyond simply me to decide, but I think a lot
of outsiders coming into D may run into the same situation.
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