John Carmack applauds D's pure attribute
pjmlp at progtools.org
Mon Feb 27 00:39:53 PST 2012
I keep bringing this issues, because I am a firm believer that
people that fight against a GC are just fighting a lost battle.
Like back in the 80's people were fighting against Pascal or C
Assembly. Or in the 90' were fighting against C++ versus C.
Now C++ is even used for operating systems, BeOS, Mac OS X
Sure a systems programming language needs some form of manual
management for "exceptional situations", but 90% of the time you
be allocating either referenced counted or GCed memory.
What will you do when the major OS use a systems programming
language like forces GC or reference counting on you do? Which is
already slowly happening with GC and ARC on Mac OS X, WinRT on
Windows 8, mainstream OS, as well as the Oberon, Spin, Mirage,
Home, Inferno and Singularity research OSs.
Create your own language to allow you to live in the past?
People that refuse to adapt to times stay behind, those who
adapt, find ways to profit from the new reality.
But as I said before, that is my opinion and as a simple human is
also prone to errors. Maybe my ideas regarding memory management
in systems languages are plain wrong, the future will tell.
On Monday, 27 February 2012 at 04:17:24 UTC, Andrew Wiley wrote:
> On Sun, Feb 26, 2012 at 11:05 AM, Paulo Pinto
> <pjmlp at progtools.org> wrote:
>> Am 26.02.2012 17:34, schrieb so:
>>> On Sunday, 26 February 2012 at 15:58:41 UTC, H. S. Teoh wrote:
>>>> Would this even be an issue on multicore systems where the
>>>> GC can run
>>>> concurrently? As long as the stop-the-world parts are below
>>>> some given
>>> If it is possible to guarantee that i don't think anyone
>>> would bother
>>> with manual MM.
>> Well, some game studios seem to be quite happy with XNA, which
>> implies using
>> a GC:
> I don't really see why you keep bringing up these examples.
> This is a
> performance issue, which means you can certainly ignore it and
> will still work, just not as well. I've seen 3d games in Java,
> they always suffer from an awkward pause at fairly regular
> This is why the AAA shops are still writing most of the engines
> You will always be able to find examples of developers that
> chose to ignore the issue for one reason or another.
> To make it clear, I'm not trying to antagonize you here. I
> agree that
> GC is in general a superior technical solution to manual memory
> management, and given the research going into GC technology,
> I'm sure
> that long term it's probably a good idea.
> However, I disagree with your statement that "the main issue is
> the GC needs to be optimized, not that manual memory management
> Making a GC that can run fast enough to make this sort of thing
> non-issue is currently so hard that it can only be used in
> niche situations. That will probably change, but it will
> change over the course of several years. Manual memory
> however, is here now and dead simple to use so long as the
> understands the semantics. Programming in that model is harder,
> not nearly as bad as, say, thread-based concurrency with race
> conditions and deadlock. Manual memory management is much
> simpler to
> deal with than many other things programmers already take on
> When you want your realtime application to behave in a certain
> would you rather spend months or years working on the GC and
> in a completely difficult style to deal with the issue, or use
> memory management *now* and deal with the slightly more
> programming model? Cost/benefit wise, GC just doesn't make a
> lot of
> sense in this sort of scenario unless you have a lot of
> resources to
> burn or a specific reason to choose a GC-mandatory platform.
> Again, I'm not saying GC is bad, I'm saying that in this area,
> cost/benefit ratio doesn't say you should spend your time
> the GC to make things work. For everyone else, GC is great, and
> applaud David Simcha's efforts to improve D's GC performance.
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