Possibility of non stop-the-world GC in the future?
Sergei Nosov
sergei.nosov at gmail.com
Mon Feb 18 07:08:04 PST 2013
On Monday, 18 February 2013 at 10:35:59 UTC, Benjamin Thaut wrote:
> I wen't down this path already and I ended up not using the GC
> at all:
>
> http://3d.benjamin-thaut.de/?p=20
http://dlang.org/garbage.html has a list of features that rely on
GC and I would say everything in this list is something you
cannot (simply) do without dynamic allocation.
And as far as I'm concerned, you don't want to use even dynamic
allocation in a game due to real-time constraints, since any
dynamic allocation is non-deterministic. I don't know any
"serious" project that doesn't use pre-allocation and stuff.
Do I understand it correctly, that you pointed out the parts in
druntime/phobos that "overrely" on GC (could be done without it,
but done otherwise)?
Cause if not - avoiding everything from that list should make GC
present almost unnoticeable. And that's what you want to do
anyways, whether GC is present or not, if you're really targeting
real-time.
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