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? > > -- > You received this message because you are subscribed to the Google > Groups "Clojure" group. > To post to this group, send email to clojure@googlegroups.com > Note that posts from new members are moderated - please be patient with your > first post. > To unsubscribe from this group, send email to > clojure+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/clojure?hl=en -- You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com Note that posts from new members are moderated - please be patient with your first post. To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en