[Issue 3463] Integrate Precise Heap Scanning Into the GC
d-bugmail at puremagic.com
d-bugmail at puremagic.com
Thu Apr 14 18:04:53 PDT 2011
http://d.puremagic.com/issues/show_bug.cgi?id=3463
--- Comment #113 from Vladimir <thecybershadow at gmail.com> 2011-04-14 18:00:14 PDT ---
(In reply to comment #112)
> Anything with hard realtime requirements cannot do allocation - even in C/C++,
> malloc() does not have an upper limit on its time.
>
> What is done is to pre-allocate everything necessary before entering the hard
> realtime section.
This does not apply to the discussion. Video games do not have hard-realtime
requirements.
Garbage collection speed dictates how much work must the programmer do to
offset the GC's slowness. If the GC is fast enough that it does not cause
performance issues on systems satisfying the game's minimum system
requirements, the programmer doesn't need to care about it at all. Otherwise,
they must do some work (the slower the GC, the more work) to reduce the size of
the heap, or the number of allocations, or ultimately abandon heap allocation
entirely. This might be easy in simple video games, but becomes increasingly
painful in very large projects, with non-trivial user interfaces etc.
So, by making the GC slower, you are creating more work for me. I am not happy
about it.
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