On 6/17/2014 2:00 PM, Walter Bright wrote:
On 6/17/2014 2:31 AM, eles wrote:
It is not (only) about cost, it is about determinism. Exceptions are
on the
error recovery path, so they are less important to be deterministic.

Yes, I do understand that. What I am trying to get across is that ARC
can often consume MORE aggregate time than GC.


That isn't necessarily a deal-breaker for certain applications. For example, most games will happily accept a slightly reduced "typical" framerate to reduce dropped frames or other time spikes. Framerate spikes can be far more jarring and noticeable for the player than loosing a few fps.

Of course, as usual, the acceptability of tradeoffs all depends on the actual numbers. Ex: An ARC that bloats overall execution time by 100x is certainly not worthwhile, but one that increases execution time by 0.1% can definitely be a fantastic tradeoff for soft-realtime and low-memory environments. Obviously those numbers are exaggerated examples, but just to illustrate the point.

Again, nobody's saying "ARC is definitely better/worthwhile". It's just that, since we don't have numbers, we really can't say that ARC *isn't* worthwhile.

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