On Friday, 15 January 2021 at 19:49:34 UTC, Ola Fosheim Grøstad wrote:
On Friday, 15 January 2021 at 19:37:12 UTC, Guillaume Piolat wrote:
A small GC heap is sufficient.
There is this blog post where there was a quantitative measure of the sub-1ms D GC heap size.

That's ok for a small game, but not for applications that grow over time or projects where the requirement spec is written (and continually added to) by customers. But for enthusiast projects, that can work.

Many open source projects (and also some commercial ones) work ok for small datasets, but tank when you increase the dataset. So "match and mix" basically means use it for prototyping, but do-not-rely-on-it-if-you-can-avoid-it.

Switching to ARC looks more attractive, scales better and the overhead is more evenly distributed. But it probably won't happen.

Isn't it more theoretical/imaginary/hypothetical than something really measured from a real-world use case? Almost all large software use cases I've seen used mix and match.

(BTW ARC is also another form of GC)

Unreal game engine https://mikelis.net/garbage-collection-in-ue4-a-high-level-overview/

Unity (of course) https://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html

Legends have it that almost every major software project in ANY system language ends up writing custom allocators and containers.


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