forcing "@nogc" on class destructors
weaselcat via Digitalmars-d
digitalmars-d at puremagic.com
Tue Jan 20 17:05:27 PST 2015
On Tuesday, 20 January 2015 at 23:47:44 UTC, Ola Fosheim Grøstad
wrote:
> On Tuesday, 20 January 2015 at 23:17:28 UTC, deadalnix wrote:
>>> Concurrent GC is too expensive for a proper system level
>>> language.
>>>
>>
>> That is an unsubstanciated claim.
>
> And so is «pigs can't fly».
>
> You want to run the collection when the GC-memory is hot in
> caches. That basically means you want to run it right after you
> have traversed the data structure. E.g. clean up dead long
> lived objects after an iteration in a simulation.
>
> A concurrent GC will slow you down, push you out of (soft) real
> time boundaries and keep dragging irrelevant stuff into the
> caches.
>
> You want a fast and predictable GC that can fire often, not a
> slow "interleaved one" (one way or the other you need to
> compensate).
Strongly disagree, there is no silver bllet for memory and
especially not for GCs.
I'd imagine a game developer would prefer a concurrent GC over a
stop the world because it's better to run slightly slower than
full freeze.
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