On 11/30/2011 12:11 PM, Jeff Nowakowski wrote:
But in C++ libraries are designed with this in mind. You didn't address his
point: "Unless you want to do all of the memory management yourself, which
pretty much results in not using phobos and most of the cool features in D."
As in C++, you do have to take considerable care with the memory management.
And isn't the point of D to relieve you of the burden of doing stuff like memory
management?
When you're managing a lot of memory, and performance is critical, nobody has
invented a magic bullet for that where you can "fire and forget" memory consumption.
You should read Tim Sweeney's (Gears of War developer) "The Next
Mainstream Programming Language", where the slide for Gameplay Simulation says,
"Usually garbage-collected." I assume by this he means that for C++ the
developers end up writing their own garbage collector inside the program.
http://www.st.cs.uni-saarland.de/edu/seminare/2005/advanced-fp/docs/sweeny.pdf
If D could demonstrably solve the problems outlined in these slides, you'd have
a whole industry at your fingertips.
Yes, I've read that.
That all said, Andrei and I have been investigating using reference counting for
the collection classes.