when i have tried to do memory pooling of things in an otherwise gc'd language (java, haxe, etc.) then it pretty much ends up making me (1) appreciate how bad i am at memory management (2) appreciate how great it is when writing code with GC (3) still be frustrated that i can't somehow have a mixture of the two.
it just feels like it is more morally equivalent to malloc()/free() than it is to gc-based new(). so i always end up wondering if there's something that is better than pooling, but worse than gcing. like being able to say "please check the new generation right now since i just finished rendering the frame" and have the system actually do it. even the systems that have a call only treat it as a suggestion, afaik. i really don't want anything that puts me back in risk of double-deletes, or re-using/over-writing data. at least at the level where i'm writing code. i want it to do good stuff under the covers. and i want to be able to say "here is the point at which magic should happen to keep performance up" right at the end of my renderFrame() method. but i'm not even remotely a full time game developer, nor a wise programmer, so harping on my own little use case and my own little experience and hair-brained ideas is always risky on my part :) _______________________________________________ bitc-dev mailing list [email protected] http://www.coyotos.org/mailman/listinfo/bitc-dev
