On Wednesday, 9 January 2013 at 10:13:03 UTC, deadalnix wrote:
On Wednesday, 9 January 2013 at 10:09:42 UTC, Mehrdad wrote:
On Wednesday, 9 January 2013 at 10:07:42 UTC, deadalnix wrote:
Reference counting tend to create big pauses when
deallocating as objects tends to dies in group.
I don't get it... it's slower to deallocate a bunch of objects
together with refcounting than to deallocate all of them
individually over a longer period of time?
*YOU* mentionned pause time. In regard of pause time, yes, it
is very different.
Yes I did, but I didn't realize you were talking about a
background GC, sorry.
Yeah, if you can have a background GC that can keep up with your
needs, then the world is great. Trouble is, I don't see how that
can be true for a intensive applications like games.