Status on Precise GC

Alex Rønne Petersen alex at lycus.org
Sat Sep 8 05:47:23 PDT 2012


On 08-09-2012 08:44, Benjamin Thaut wrote:
> Am 08.09.2012 03:56, schrieb Tyler Jameson Little:
>> This issue on bugzilla hasn't been updated since July 2011, but
>> it's assigned to Sean Kelly:
>> http://d.puremagic.com/issues/show_bug.cgi?id=3463
>>
>> I've found these threads concerning a precise GC:
>>
>> http://www.digitalmars.com/d/archives/digitalmars/D/learn/Regarding_the_more_precise_GC_35038.html
>>
>>
>>
>> http://www.digitalmars.com/d/archives/digitalmars/D/How_can_I_properly_import_functions_from_gcx_in_object.di_171815.html
>>
>>
>>
>> Is this issue obsolete, or is it being worked on?
>>
>> Reason being, I'm writing a game in D and I plan to write it in
>> nearly 100% D (with the exception being OpenGL libraries and the
>> like), but I know I'll run into problems with the GC eventually.
>> If this is an active project that may get finished in the
>> relative near term (less than a year), then I'd feel comfortable
>> knowing that eventually problems may go away.
>>
>> I want to eventually make this work with ARM (Raspberry PI &
>> cubieboard), and the GC is a major blocker here (well, and a
>> cross-compiler, but I'll work that out when I get there).
>>
>> I'm using dmd atm if that matters.
>>
>> Thanks!
>>
>> Jameson
>
> About a year ago I have been at the same point then you are now, and
> afterwars I tell you that you should write your project without a GC
> from the start. See my article about this:
> http://3d.benjamin-thaut.de/?p=20
>
> GCs are usually not very good for games, unless you have a concurrent
> generational incremental non stop the world GC like .Net 4 (Which they
> created only for XNA 4)
>
> Kind Regards
> Benjamin Thaut

You can't be incremental /and/ concurrent non-STW.

-- 
Alex Rønne Petersen
alex at lycus.org
http://lycus.org


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