Re: GCs in the news

2014-07-17 Thread Right via Digitalmars-d


 UE4 wasn't really rewritten from scratch, was more like, take 
UE3,  rewrite various parts and add new features, keep doing that 
for a few years--


 Code style isn't modern C++.
No lambda, r-value refs, unique types, algorithms(everyone just 
bangs out for loops), task implementation is laughable, code 
mostly single threaded.


Basically verbosity hell.

 The dependency on GC is the same as previous versions, they did 
not fundamentally change the object model in UE4. I think they 
did work on the GC, so perhaps it is faster /shrug. They only use 
the GC for certain objects(deriving UObject).


 Powerful engine? Yes for sure. If I needed to make a graphically 
AAA game ASAP I'd use UE4. Doesn't change the fact that the code 
is nothing impressive.


The Blueprint system technically compiles down to UnrealScript 
bytecode-- but yes Unrealscript is dead, thankfully.




UEngine has been rewritten from scratch.
UnrealScript doesn't even exist anymore.
It is the new UEngine that depends on GC, and we're talking 
C++, not UnrealScript here (again, UnrealScript is gone).




Re: GCs in the news

2014-07-17 Thread Right via Digitalmars-d
 I'm rather fond of RAII, I find that I rarely every need shared 
semantics.
 I use a custom object model that allows for weak_ptrs to 
unique_ptrs which I think removes some cases where people might 
otherwise be inclined to use shared_ptr.


 Shared semantics are so rare in fact I would say I hardly use it 
at all, I go for weeks of coding without creating a shared type, 
not because I'm trying to do so, but because it just isn't 
necessary.


 Which is why GC seems like such a waste, given my experience in 
C++, where I hardly need shared memory, I see little use for a 
GC(or even ARC etc), all it will do is decrease program 
performance, make deterministic destruction impossible, and 
prevent automatic cleanup of none memory resources.


 Rust seems to have caught on to what C++ has accomplished here.


 Oh, and Unreal? Yes they have a GC type "UObject", I worked on 
Unreal at one point, my impression was that this originated back 
with the original Unreal(circa 1998?), likely caused by the 
popularity of Java at the time. As for the Unreal code base? Pass 
on that.




Re: GCs in the news

2014-07-17 Thread Right via Digitalmars-d

 I hate GC, so there.


I see no proof of this. And not everybody hates GCs.

Bye,
bearophile




Re: LinkedIn Article to be: Why you need to start moving off C/C++ to D, now.

2014-07-14 Thread Right via Digitalmars-d

 D might someday be a replacement for those languages, but
right
now, with a bad GC as the default memory model? I don't think so.

 D is more of an alternative for Java, C# etc with better
meta-programming.