Manual memory management in D2
bigsandwich
bigsandwich_nospamplease at gmail.com
Wed Jul 14 09:55:03 PDT 2010
Justin Johansson Wrote:
> Andrei Alexandrescu wrote:
> > On 07/14/2010 01:15 AM, Kagamin wrote:
> >> Andrei Alexandrescu Wrote:
> >>
> >>> most GC's cannot provide efficient manual reclamation. And they
> >>> shouldn't anyway.
> >>>
> >> If one doesn't want to implement a function, he can throw
> >> NotImplementedException, or don't provide the function so that
> >> program using the delete won't link.
> >
> > And how would you use such a feature effectively? I've seen such
> > "optional implementation" policies in standards such as SQL
> > (compatibility levels) and C++ (export). They _always_ fare disastrously.
> >
> >> But deallocation of allocated
> >> memory is not that unthinkable just because it can be hard.
> >
> > It's not about difficulty as much as constraining GC implementers
> > unnecessarily. Again: use a heap tuned for manual management to manage
> > memory manually, and a heap tuned for automatic management to manage
> > memory automatically. I think it's a very reasonable stance.
> >
> >
> > Andrei
>
> "use a heap tuned for manual management to manage memory manually ..."
>
> So do I call in a piano tuner having both an ear for perfect pitch
> and extreme programming skills at $blackmail per hour or do
> I simply (knowledgeably) call in template meta-programming idioms for free?
>
> Justin
I don't comment here much because I don't really use D, and just follow this forum in my down time at work. However, occasionally I feel the need to post because I would like to see D succeed. (C++ is too error prone for much of the development it's used for.) This is one of those times.
We use multiple all the time in gamedev with C++. In fact, if a language didn't support the ability to use multiple heaps tuned for different allocation strategies, it wouldn't be suitable.
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