--- Comment #112 from Walter Bright <> 2011-04-14 
17:48:22 PDT ---
(In reply to comment #110)
> And allocating heap memory (for objects, structs, dynamic
> arrays, closures, array concatenations, etc) between two frames of a fast 
> video
> game is probably not a wise thing to do (today) in D.

Anything with hard realtime requirements cannot do allocation - even in C/C++,
malloc() does not have an upper limit on its time.

What is done is to pre-allocate everything necessary before entering the hard
realtime section.

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