With XNA running on the Xbox 360, reflection is the least of your
worries. The runtime uses a very poor non-generational mark-and-sweep
collector. At the rate of memory allocation in a typical Clojure
program, you would be faced with constant GC hitches. Even people
writing XNA games in C# (where idiomatic code is much less allocation
intense) have to be very careful with allocations and will tend to use
preallocated object pools for virtually everything.

-Per

On Mon, Sep 20, 2010 at 8:55 AM, Jarl Haggerty <fictivela...@gmail.com> wrote:
> Since there appears to be a version of clojure being made for .Net I
> was interested in the possibility of programming Xbox games in
> clojure.  I imagine the Xbox doesn't have many of the same limitations
> that mobile devices have but as I understand it the version of .Net on
> the Xbox is a compact version that has either anemic or no support for
> reflection.
>
> I know you can use type hints to keep clojure from making function
> calls with reflection but does that necessarily eliminate all
> reflection?
>
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