LinkedIn Article to be: Why you need to start moving off C/C++ to D, now.
Chris via Digitalmars-d
digitalmars-d at puremagic.com
Wed Jul 16 03:13:43 PDT 2014
On Tuesday, 15 July 2014 at 21:57:30 UTC, H. S. Teoh via
Digitalmars-d wrote:
> On Tue, Jul 15, 2014 at 09:11:23PM +0000, John Colvin via
> Digitalmars-d wrote:
>> On Tuesday, 15 July 2014 at 20:03:15 UTC, Chris wrote:
>> >On Monday, 14 July 2014 at 23:43:57 UTC, H. S. Teoh via
>> >Digitalmars-d
>> >wrote:
> [...]
>> >>http://bartoszmilewski.com/2013/09/19/edward-chands/
>> >>
>> >>
>> >
>> >From the link above:
>> >
>> >"It’s a common but false belief that reference counting
>> >(using shared
>> >pointers in particular) is better than garbage collection.
>> >There is
>> >actual research* showing that the two approaches are just two
>> >sides
>> >of the same coin. You should realize that deleting a shared
>> >pointer
>> >may lead to an arbitrary long pause in program execution, with
>> >similar performance characteristics as a garbage sweep. It’s
>> >not only
>> >because every serious reference counting algorithm must be
>> >able to
>> >deal with cycles, but also because every time a reference
>> >count goes
>> >to zero on a piece of data a whole graph of pointers
>> >reachable from
>> >that object has to be traversed. A data structure built with
>> >shared
>> >pointers might take a long time to delete and, except for
>> >simple
>> >cases, you’ll never know which shared pointer will go out of
>> >scope
>> >last and trigger it."
>> >
>> >* http://www.cs.virginia.edu/~cs415/reading/bacon-garbage.pdf
>>
>> I've been wondering about this. Could the following argument
>> be true?
>>
>> Situations where automatic memory management are necessary
>> are, by
>> definition, the situations where one cannot easily reason
>> about where
>> memory freeing can occur. Therefore, no automatic memory
>> management
>> system can be considered practically predictable, unless you
>> didn't*
>> need it in the first place.
>>
>> *strictly speaking
>
> Sounds about right. Which is why you have advice like
> preallocating
> everything before a game level (i.e., eliminate the need for
> memory
> management during that level), or minimizing GC load by avoiding
> frequent allocations of small objects (i.e., reduce the amount
> work that
> needs to be done by the memory management system), keeping
> things on
> stack rather than heap if possible (maximize trivial instances
> of memory
> management and minimize non-trivial instances -- can also be
> viewed as:
> if you structure your program to correspond with the structure
> of your
> memory usage, then memory management has a 1-to-1
> correspondence with
> the control structure of the program itself so it doesn't need
> to be
> done as a separate task).
>
> Hmm.
>
> Now that I come to think of it, it seems that the complexity of
> memory
> management arises due to structural mismatch between memory
> usage and
> program structure, that is, memory acquisition and release do
> not
> correspond 1-to-1 with the call structure of the program. If
> your
> program can be structured such that it matches your memory
> usage pattern
> exactly, then everything can be stack-allocated, and there is
> no need
> for sophisticated memory management schemes. It's when the
> lifetimes of
> your memory allocations differ from the lifetime of program
> units (i.e.,
> functions), that extra work, in the form of memory management
> algorithms, is needed to compensate for the "impedance
> mismatch", so to
> speak.
>
> Which suggests the rather interesting idea that perhaps some
> innovative
> way of structuring the parts of your program such that each
> corresponds
> with the structure (and lifetime) of a particular piece of
> data, then it
> should minimize, or maybe completely eliminate, the need for
> complex
> memory management! (I have no idea if such a thing exists,
> though. But
> it's an interesting thought.)
>
> For example, if your code creates a string in one section of a
> function,
> which is subsequently consumed by the second section, then by
> the time
> the function exits the string is not needed anymore, so you
> could
> ostensibly just allocate it on the stack instead of the heap.
> It's when
> you need to return the string that things become complicated:
> because
> now there's a mismatch between the lifetime of your function
> and the
> lifetime of the string. So now you need some way of keeping
> track of the
> lifetime of the string, and dispose of it when it's no longer
> needed.
> But if your program can be structured such that the allocators
> of memory
> and the consumers of memory are always matched together 1-to-1,
> then you
> can always allocate only on the stack and no memory will need
> to persist
> past the function in which it is allocated. Not sure when such
> a
> structuring is possible, or whether it is at all possible to
> structure
> arbitrary programs this way, though. Definitely not possible in
> a
> stack-only paradigm, I think; but maybe possible (or we can go
> a little
> farther) with concurrent paradigms?
>
>
> T
This is a rather interesting thought and boils down to the usual
conflict of machine logic not matching program / real world
logic. You mentioned a while ago that one of your teachers said
that programs were often overly complicated, bug and error prone,
because there was a mismatch of data structure and program logic
(which D's ranges try to fix). I find this way of thinking
interesting, because it shows that we are often impeded by the
attitude that we try to please the machine and adapt reality to
how the machine works, rather than trying to adapt the machine to
reality.*
The problem you described above is omnipresent. Objective-C has
autorelease, in plain C programs one has to be careful where and
when to free what, etc. I was wondering after reading your post,
whether it would be possible to have an automatic memory
management system that could help to create a 1-1-match, or if
even the compiler + language features could help to _easily_
achieve that. Maybe the copy approach mentioned earlier points
into that direction.
Anyway, I think you are on to something here. Maybe the solution
is not a hyper-super-waterproof GC algorithm (that will never be
achieved, I guess, in any language), but eliminating the need to
collect the garbage as much as possible.
* I've found that D gives me a lot of freedom in modelling
reality in a way the machine understands. But I've said that
already.
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