Idea #1 on integrating RC with GC

Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com> Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Wed Feb 5 14:56:46 PST 2014


On Wednesday, 5 February 2014 at 22:18:33 UTC, Andrei 
Alexandrescu wrote:
> I'm confused. Slices are the bulkiest allocation there is: 
> chunks of contiguous data.

IMHO there should be one highly optimized low level ref-count 
structure that works everywhere, has compiler support and has an 
attractive syntax. That seems to be the most obvious solution.

If not you might as well write your own array implementation, 
with better performance for your domain, or use an existing C++ 
framework that is geared towards your application domain.

If we are talking games and simulation then you probably have 
your own allocator for search data structures (engine level) 
which are kind of fixed, predictable, tuneable, highly optimized, 
and uniquely owned. You allocate more, but probably seldom 
release.

What is allocated/deallocated is "scripty" evolutionary stuff 
(content level). Dynamic game-world stuff that come in all kind 
of shapes and sizes: enemies, weapons, cars, events etc. Objects 
and their shifty relationships. 100.000+ objects for a game 
server. Stuff that is heterogeneous and is constantly modified in 
order to improve game play.


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