On Friday, 6 July 2018 at 19:22:13 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 17:59:27 UTC, Ecstatic Coder wrote:
While ANY C++ game can make ANY number of
allocations/allocations inside a game loop and still run
without a risking any freeze.
You are doing something very wrong if you are doing this.
-Alexander
Just try it.
For what rhyme or reason!? You shouldn't be allocating and
deallocating inside a critical loop in the first place!
Regardless people have shown you solutions regarding string
concatenation. Are you going to address that or you just going
to ignore them?
-Alexander
Pfff, it was just an EXAMPLE of how some insignificant string
concatenation code may eventually be a problem in any GC language
even if it's done only once per frame.
I've never said that this is something smart to do. I'm just
saying that this code can perfectly be executed once in a C++
game frame without having to worry for a game freeze, because the
string buffer deallocation is done once per frame too.
While with many GC languages, you actually DON'T KNOW when all
those unused string buffers will be claimed.
This ignorance is, in my opinion, the root of this "phoebia".
If you disagree with me, fine. No problem. Maybe I'm wrong.
But this is my opinion. Please feel free to ignore it.