D has a very diverse use case so the generalization is moot. For example I prefer having the gc manage memory for me...For most of the things I do with D...contrary to other opinions.

+1

For most D use cases (including mine, which is file processing), D's GC is a blessing, and one of its main advantages over C++, IMHO.

And if you want to use D for C++-like use cases where you don't want it, this generally leads to having to reinvent the wheel in order to avoid unwanted garbage collections. For instance :

https://github.com/gecko0307/dlib/blob/master/dlib/container

That's why I'm personally in favor of D supporting reference-counting based memory management directly in its syntax (T@, etc), and also providing the GC-free standard components (strings, slices, maps, etc).

PS : BTW kudos to Timur Gafarov, it's a pity so many D developers prefer to start developing their own engines instead of helping Tibur finish Dagon to make it a production-ready game engine (adding terrain, UI, networking, etc). Very promising work IMHO !

https://dlang.org/blog/2016/09/16/project-highlight-timur-gafarov/

And having the language help him (native strong/weak references) would be nice too :D

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