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/ _______________________________________________ http://lists.parrot.org/mailman/listinfo/parrot-dev