It's only about super-simple mark&sweep with generations (aka stop the
world, non-compacting), but certainly not about "modern" GC techniques
(also from the 70ies, but still not implemented in "mainstream"
languages, only in better languages), like cheney loops, tri-color
non-stop-the world sweeps, incremental and thread safe gc's, real-time
GC's, or compacting GC's.


On Fri, May 10, 2013 at 1:41 AM, Vasily Chekalkin <ba...@bacek.com> wrote:
> It's just high level overview of 30+ years old technologies.
>
> On 10 May 2013 16:21, "Jonathan "Duke" Leto" <jonat...@leto.net> wrote:
>>
>> Howdy,
>>
>> This "Modern Garbage Collectors under the Hood" [0] article looks very
>> interesting, especially for those wanting to understand how our
>> generational GC works from a high level perspective with pictures and
>> graphs instead of reading GC internals :)
>>
>> Duke
>>
>> [0]
>> http://www.gamedev.net/page/resources/_/technical/general-programming/modern-garbage-collectors-under-the-hood-r2995
>>
>>
>>
>> --
>> Jonathan "Duke" Leto <jonat...@leto.net>
>> Leto Labs LLC http://letolabs.com
>> 209.691.DUKE http://duke.leto.net
>> @dukeleto
>> _______________________________________________
>> http://lists.parrot.org/mailman/listinfo/parrot-dev
>
>
> _______________________________________________
> http://lists.parrot.org/mailman/listinfo/parrot-dev
>



-- 
Reini Urban
http://cpanel.net/   http://www.perl-compiler.org/
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