On Tue, Jul 30, 2013 at 4:29 PM, David Jeske <[email protected]> wrote:

> One solution to this if you are on a GC VM with value-type-arrays (like
> CLR or V8 typed-arrays), is to decide how many "dynamic" objects your game
> engine can truly handle at the limit, and make global arrays for all of
> them. Then manage the slots of those global arrays yourself manually.
> However, they can't contain "real" pointers or they have to be traced, and
> you can't hold pointers to value-types anyhow, so reference other
> array-objects with array indicies instead.
>

Or stick them in a region whose liveness doesn't shrink, e.g. because every
pointer overwrite in that region is a borrowed pointer overwrite. This is *
exactly* the scenario that has me thinking about region-annotated borrowed
pointers.
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