On Wednesday, 5 February 2014 at 15:46:21 UTC, Dicebot wrote:
Which does not fix a single problem mentioned in embedded/gamedev threads. Difference between "somewhat less" and "reliably constrained" is beyond measure.
If you write code in a way that does not create much cycles you don't have to call the GC at all. So getting the GC out of the implicit allocations the language make might be the most important thing, but how much memory is wasted over an hour that way?
A game should perhaps run for 1 hour without a hiccup, ARC might be good enough if RC collect 98% of all garbage.
A real time audio application should run for 12 hours without a hiccup… you probably want a GC free audio callback.
A real time server that monitors some vital resource should run for hours without a hiccup... You either want a real time GC or no GC.
Different scenarios have different needs.