On Fri, May 12, 2017 at 4:55 PM T L wrote:
>
> The 100µs is STW duration. I mean the fps may decrease some during the
> period of GC running.
>
This is true. But if a refcounter needs to use a bit of CPU power in the
background to eventually collect data then it has the
Maybe that tells us something about the prescience of the design decisions made
by Go's authors.
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On Saturday, May 13, 2017 at 3:42:36 PM UTC+8, Sokolov Yura wrote:
>
> 1. Go's GC is quite predictable.
> 2. Go's runtime has no deallocation without GC for simplicity. You want to
> return complexity to runtime.
> 3. Why not use other language? Go is quite opinionated by its creators.
>
1. Go's GC is quite predictable.
2. Go's runtime has no deallocation without GC for simplicity. You want to
return complexity to runtime.
3. Why not use other language? Go is quite opinionated by its creators. Either
you share that opinion, or use other language.
For example, D language can use
On Saturday, May 13, 2017 at 1:26:31 PM UTC+8, Tamás Gulácsi wrote:
>
> Reference counting does not come without unforseen stalls - dereference a
> huge structure with millions of objects!
Programmers can choose use ARC pointers or not.
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Reference counting does not come without unforseen stalls - dereference a huge
structure with millions of objects!
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On Saturday, May 13, 2017 at 12:02:39 AM UTC+8, JuciÊ Andrade wrote:
>
> Any memory management strategy costs time. Reference counting is not
> cheap. Incrementing and decrementing millions of reference counters costs
> time. Please consider caching issues as well.
>
> Go GC, as it currently
Any memory management strategy costs time. Reference counting is not cheap.
Incrementing and decrementing millions of reference counters costs time.
Please consider caching issues as well.
Go GC, as it currently stands, is very effective, as other people in this
forum can confirm to you.
On Thursday, May 11, 2017 at 8:48:05 PM UTC+8, JuciÊ Andrade wrote:
>
> Maybe a 100µs GC would be fast enough for you to be at easy with your game
> FPS.
>
>
>
Maybe a 100µs GC would be fast enough for you to be at easy with your game
FPS.
https://groups.google.com/forum/#!searchin/golang-dev/garbage$20collector$20microseconds%7Csort:relevance/golang-dev/Ab1sFeoZg_8/_DaL0E8fAwAJ
On Friday, May 5, 2017 at 12:10:01 AM UTC-3, T L wrote:
>
> ARC would be
Where will you store reference counter for interior pointer?
type st struct { j int }
type at { i int; s st }
var a at
var s st
dealWithSt()
dealWithSt()
So, you have two choices:
- either you have to find base address for pointer on every rc
increment/decrement - and it
On Friday, May 5, 2017 at 2:10:03 AM UTC+8, Jesper Louis Andersen wrote:
>
> To see why the "immediately" solution is not adequate:
>
> Step 1: Create a single linked list or a binary tree of a couple billion
> elements. Make sure there is only a single reference to the head element.
> Step 2:
On Friday, May 5, 2017 at 12:33:57 AM UTC+8, Axel Wagner wrote:
>
> As so often is the question: Why?
>
> I don't believe this will ever be supported by gc; but if you think it's a
> good idea, you can of course do it and see whether it actually solves your
> problems (my prediction would be
To see why the "immediately" solution is not adequate:
Step 1: Create a single linked list or a binary tree of a couple billion
elements. Make sure there is only a single reference to the head element.
Step 2: Release the pointer to the head
Step 3: Twiddle your thumbs while your program is
As so often is the question: Why?
I don't believe this will ever be supported by gc; but if you think it's a
good idea, you can of course do it and see whether it actually solves your
problems (my prediction would be "there won't be a net change in problems",
but am ready to be proven wrong).
On
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