Idea #1 on integrating RC with GC
Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Wed Feb 5 14:56:46 PST 2014
On Wednesday, 5 February 2014 at 22:18:33 UTC, Andrei
Alexandrescu wrote:
> I'm confused. Slices are the bulkiest allocation there is:
> chunks of contiguous data.
IMHO there should be one highly optimized low level ref-count
structure that works everywhere, has compiler support and has an
attractive syntax. That seems to be the most obvious solution.
If not you might as well write your own array implementation,
with better performance for your domain, or use an existing C++
framework that is geared towards your application domain.
If we are talking games and simulation then you probably have
your own allocator for search data structures (engine level)
which are kind of fixed, predictable, tuneable, highly optimized,
and uniquely owned. You allocate more, but probably seldom
release.
What is allocated/deallocated is "scripty" evolutionary stuff
(content level). Dynamic game-world stuff that come in all kind
of shapes and sizes: enemies, weapons, cars, events etc. Objects
and their shifty relationships. 100.000+ objects for a game
server. Stuff that is heterogeneous and is constantly modified in
order to improve game play.
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