GC vs. Manual Memory Management Real World Comparison
Alex Rønne Petersen
alex at lycus.org
Wed Sep 5 05:00:51 PDT 2012
On 05-09-2012 13:19, Benjamin Thaut wrote:
> Am 05.09.2012 13:10, schrieb Alex Rønne Petersen:
>>
>> Is source code available anywhere?
>>
>> Also, I have to point out that programming for a garbage collected
>> runtime is very different from doing manual memory management. The same
>> patterns don't apply, and you optimize in different ways. For instance,
>> when using a GC, it is very recommendable that you allocate up front and
>> use object pooling - and most importantly, don't allocate at all during
>> your render loop.
>>
>
> The sourcecode is not aviable yet, as it is in a repository of my
> university, but I can zip it and upload the current version if that is
> wanted. But it currently does only support Windows and does not have any
> setup instructions yet.
>
> I do object pooling in both versions, as in game developement you
> usually don't allocate during the frame. But still in the GC version you
> have the problem that way to many parts of the language allocate and you
> don't event notice it when using the GC.
>
> Just to clarify, I'm into 3d engine developement since about 7 years
> now. So I'm not a newcomer to the subject.
>
> Kind Regards
> Benjamin Thaut
Sure, I just want to point out that it's a problem with the language (GC
allocations being very non-obvious) as opposed to the nature of GC.
--
Alex Rønne Petersen
alex at lycus.org
http://lycus.org
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