How do you deal with scoped allocations?
Namespace
rswhite4 at googlemail.com
Sun Dec 8 01:25:40 PST 2013
On Sunday, 8 December 2013 at 09:14:44 UTC, Dmitry Olshansky
wrote:
> 08-Dec-2013 02:32, Namespace пишет:
>> Since my last thread doesn't get much attention I like to ask
>> here: How
>> did you deal with temporary memory? Let's assume that the size
>> is only
>> known at runtime.
>> I have this situation e.g. in Dgame in the capture method: I
>> get the
>> pixel data from my Window with glReadPixel but it is reversed.
>> So I have
>> to reverse it again, but I still need at least temporary
>> memory for one
>> pixel-line which stores the currently swapped pixels. So how
>> would you
>> solve such a situation?
>>
>> Since D doesn't offer VLA's and alloca is broken (besides the
>> ugly syntax),
>> I use a scoped wrapper (since scope doesn't do the job):
>>
>> ----
>> struct scoped(A : T[], T) {
>> T[] arr;
>>
>> alias arr this;
>>
>> this(T[] arr) {
>> this.arr = arr;
>>
>> writefln("Get %d %s's (ptr = %x)", arr.length,
>> T.stringof,
>> arr.ptr);
>> }
>>
>> ~this() {
>> GC.free(this.arr.ptr);
>> this.arr = null;
>> GC.minimize();
>
> This is slow. Just use malloc & free, why touch GC at all?
>> }
>> }
>>
>> void main() {
>> // need temp memory
>> scoped!(int[]) arr = new int[n];
>> }
>> ----
>>
>> And what do you use?
Because it's more D'ish. That is what D offers.
Why is it slower than malloc + free?
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