On 10.01.2014 09:03, Andrei Alexandrescu wrote:
The GC comes up repeatedly in discussions around here. I've been thinking for a while about breaking it down into components, and now it seems the time is ripe. The design at http://goo.gl/ZVCJeB seems to be a win. It works well, comprehends all major allocation tropes, someone implemented a subset of it in C++ and measured good results, and a coworker is considering adopting the design for a C++ project as well. I've started with the next logical step - higher-level allocation that is aware of the type of the object being allocated, and realized that integrating a notion of tracing is appropriate at that level, and actually quite easy. So I'm thinking of just doing it. A few highlights: * The design will foster the small, composable components with required/optional primitives that worked for std.allocator. * I plan to review and probably discard all of the pointers-to-functions nonsense in the current GC.
You mean the proxy functions? Yes, please axe 'em, that only works in very simple single-threaded programs.
* At this point I won't worry about discovering roots; I assume druntime has the appropriate mechanisms in place.
It currently does not have precise information, but it is dearly needed, too.
Instead I'll focus on primitives such as "given this root, mark all that transitively follows from it" (conservatively or not). * I plan to rely on static introspection for the mark function, i.e: void mark(T)(ref T obj); would mark obj and everything transitively referred to by it. The function would probably take a second parameter that's the heap that obj is sitting in.
I guess the mark function will be stored somewhere in the TypeInfo. How is this going to work with dynamic and associative array operations if these are not also templated?
* I plan to segregate all objects that don't include references and pointers (e.g. int, int[], Tuple!(int, double) etc) into a completely different heap than the "interesting" objects. For the simpler objects there's no need to save detailed type information so they can be stored in a more compact, efficient manner.
So no more std.emplace?
* There will be no possibility to change the type of certain objects once allocated. An allocation for an immutable object cannot e.g. make it later a mutable one. (This is an essential issue with the current allocator, I think.)
I think this might help in having different heaps (especially thread local heaps if you include "shared"), but I'm not sure this works in unsafe D where casting is allowed.
* At this point I'm unclear on how generations can be componentized, but am cautiously optimistic. Will see once I get to it. One thing that would be great now would be to make an effort to review and merge the current precise GC work. I'm sure it will be of great help with breaking into components.
As written in the other thread ("how to contribute to GC"), I have just made an attempt to make it more reviewable: https://github.com/rainers/druntime/commits/gcx_precise2
The necessary compiler fixes are here: https://github.com/D-Programming-Language/dmd/pull/2480
Destroy. Andrei