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.

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