On Wed, Apr 11, 2012 at 12:53 AM, Bennie Kloosteman <[email protected]> wrote:
>
> On Wed, Apr 11, 2012 at 2:00 AM, Pal-Kristian Engstad
> <[email protected]> wrote:
>>
>> On 4/10/2012 10:09 AM, Jonathan S. Shapiro wrote:
>>
>>
>> So I agree that the behavior you describe exists, but I do not agree that
>> it is any sort of impediment to use. The occasional, rare, 20ms pause in an
>> application like this just isn't a big deal
>>
>>
>> That depends on the application. Games, as an example, would never
>> tolerate a 20 msec pause. The application has to produce images at 30 frames
>> per second, or sometimes at 60 frames per second. In a 30 FPS game, you have
>> 1,000 [msec] / 30 [frames] = 33.33.. [msec/frame] to respond to user input,
>> perform game logic, prepare rendering information and then produce an image.
>> As you can clearly see, 20 msec is *huge*, it is 60% of a frame!
>>
>> I would think that a lot of real-time and soft real-time systems would
>> have similar reasons to abandon any system that paused the program for such
>> a long period of time.
>>
>
> 3D is the hardest GC case because
> 1) It uses a very large activee 1G heap  ( and GC times for 1+G heaps are
> not pretty)
> 2) It  is bound to HW device , to which  many parts of the Heap communicate

It's usually not nearly as bad as a general 1G heap, since most of the
memory should be in the form of large blocks of binary data which
don't need to be scanned for pointers.

Geoffrey

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