ur right I never thought of that, I bet all them game devs never thought of it either, they so dumb. I bet they never tried to use a GC, what fools! Endless graphs of traced objects, oh yes oh yes! It only runs when I allocate, oh what a fool I've been, please castigate me harder!

Adam pls tell me more of this c# and that amazing gc it sounds so good




On Monday, 3 February 2014 at 21:42:59 UTC, Shammah Chancellor wrote:
On 2014-02-01 07:35:44 +0000, Manu said:

On 1 February 2014 16:26, Adam Wilson <flybo...@gmail.com> wrote: On Fri, 31 Jan 2014 21:29:04 -0800, Manu <turkey...@gmail.com> wrote:

On 26 December 2012 00:48, Sven Over <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. Language-level ARC would probably do quite nicely for the miscellaneous allocations. Obviously, bulk allocations are still usually best handled in a context sensitive manner; ie, regions/pools/freelists/whatever, but the convenience of the GC paradigm does offer some interesting and massively
time-saving features to D.
Everyone will always refer you to RefCounted, which mangles your types and pollutes your code, but aside from that, for ARC to be useful, it needs to be supported at the language-level, such that the language/optimiser is able to optimise out redundant incref/decref calls, and also that it is compatible with immutable (you can't manage a refcount if the object is
immutable).

The problem isn't GC's per se. But D's horribly naive implementation, games are written on GC languages now all the time (Unity/.NET). And let's be honest, games are kind of a speciality, games do things most programs will never do.

You might want to read the GC Handbook. GC's aren't bad, but most, like the D GC, are just to simplistic for common usage today.

Maybe a sufficiently advanced GC could address the performance non-determinism to an acceptable level, but you're still left with the memory non-determinism, and the conundrum that when your heap approaches full (which is _always_ on a games console), the GC has to work harder and harder, and more often to try and keep the tiny little bit of overhead available. A GC heap by nature expects you to have lots of memory, and also lots of FREE memory.

No serious console game I'm aware of has ever been written in a language with a GC. Casual games, or games that don't attempt to raise the bar may get away with it, but that's not the industry I work in.

You can always force the GC to run between cycles in your game, and turn off automatic sweeps. This is how most games operate nowadays. It's also probably possible to create a drop-in replacement for the GC to do something else. I could see if being *VERY* useful to make the GC take a compile-time parameter to select which GC engine is used.

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