On Thursday, 9 January 2014 at 14:19:41 UTC, Ola Fosheim Grøstad
wrote:
On Thursday, 9 January 2014 at 13:51:09 UTC, Paulo Pinto wrote:
That could possibly be achieved with a generational parallel
GC.
Isn't the basic assumption in a generational GC that most
free'd objects has a short life span and happened since the
last collection? Was there some assumption about the majority
of inter-object pointers being within the same generation, too?
So that you partition the objects in "train carts" and only
have few pointers going between carts? I haven't looked at the
original paper in a long time...
That was just a suggestion. There are plenty of incremental GC
algorithms to choose from.
Anyway, if that is the assumption then it is generally not true
for programs that are written for real time. Temporary objects
are then allocated in pools or on the stack. Objects that are
free'd tend to come from timers, events or because they have a
lifespan (like enemies in a computer game).
There are real time GCs controlling missile tracking systems.
Personally I find them a bit more real time than computer games.
On a game you might miss a few rendering frames, a GC induced
delay on a missile tracking system might turn out a bit ugly.
I also dislike the idea of the GC locking cores down when it
doesn't have to, so I don't think parallel is particularly
useful. It will just put more pressure on the memory bus. I
think it is sufficient to have a simple GC that only scans
disjoint subsets (for that kind of application), so yes
partitioned by type, or better: by reachability, but not by
generation.
If the GC behaviour is predictable then the application can be
designed to not trigger bad behaviour from the get go.
Sure, the GC usage should not hinder the application's
performance.
However, unless you target systems without an OS, you'll have
anyway the OS making whatever it wants with the existing cores.
I never saw much control besides setting affinities.
--
Paulo