On 1 February 2014 18:20, Paulo Pinto <pj...@progtools.org> wrote: > Am 01.02.2014 06:29, schrieb Manu: > >> On 26 December 2012 00:48, Sven Over <dl...@svenover.de >> <mailto:dl...@svenover.de>> wrote: >> >> std.typecons.RefCounted!T >> >> core.memory.GC.disable(); >> >> >> Wow. That was easy. >> >> I see, D's claim of being a multi-paradigm language is not false. >> >> >> It's not a realistic suggestion. Everything you want to link uses the >> GC, and the language its self also uses the GC. Unless you write >> software in complete isolation and forego many valuable features, it's >> not a solution. >> >> >> Phobos does rely on the GC to some extent. Most algorithms and >> ranges do not though. >> >> >> Running (library) code that was written with GC in mind and turning >> GC off doesn't sound ideal. >> >> But maybe this allows me to familiarise myself more with D. Who >> knows, maybe I can learn to stop worrying and love garbage collection. >> >> Thanks for your help! >> >> >> I've been trying to learn to love the GC for as long as I've been around >> here. I really wanted to break that mental barrier, but it hasn't >> happened. >> In fact, I am more than ever convinced that the GC won't do. My current >> #1 wishlist item for D is the ability to use a reference counted >> collector in place of the built-in GC. >> You're not alone :) >> >> I write realtime and memory-constrained software (console games), and >> for me, I think the biggest issue that can never be solved is the >> non-deterministic nature of the collect cycles, and the unknowable >> memory footprint of the application. You can't make any guarantees or >> predictions about the GC, which is fundamentally incompatible with >> realtime software. >> > > > Meanwhile Unity and similar engines are becoming widespread, with C++ > being pushed all the way to the bottom on the stack. > > At least from what I hear in the gaming communities I hop around. > > What is your experience there? >
Unity is indeed popular, for casual/indy games. AAA/'big games' show no signs of moving away from C++. The 'next gen' has enough memory for GC (still can't afford the time though), but handhelds and small devices are a bigger market these days. It's true that there are less 'big games' on handhelds, which are the future of resource-limited devices, but I think that rift is closing quickly.