Article about problems & suggestions for D 2.0

Walter Bright newshound2 at digitalmars.com
Wed Aug 31 22:23:53 PDT 2011


On 8/31/2011 9:58 AM, Benjamin Thaut wrote:
> Currently there is no way to track the references or pointers on the stack
> because the language does not include such a feature, nor can it be build with
> any of the language provided mechanisms.

The trouble with precise GC is that all the type info consumes a large amount of 
memory.

> But maybe its just my point of view on this. In the field I'm mostly active in
> (3d games) performance is everything. Especially on the consoles. Most
> programmers even sacrifice most c++ features on the consoles (exceptions, RTTI,
> virtual functions to some extend) just to get more performance out of their game.

It's fairly straightforward to do the GC collection cycles during slack time, 
and avoid it during time critical sections.

And note that if you've got hard real time constraints, you cannot even use 
malloc/free, as they do not run in bounded time.


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