On Sunday, 8 December 2013 at 09:14:44 UTC, Dmitry Olshansky wrote:
08-Dec-2013 02:32, Namespace пишет:
Since my last thread doesn't get much attention I like to ask here: How did you deal with temporary memory? Let's assume that the size is only
known at runtime.
I have this situation e.g. in Dgame in the capture method: I get the pixel data from my Window with glReadPixel but it is reversed. So I have to reverse it again, but I still need at least temporary memory for one pixel-line which stores the currently swapped pixels. So how would you
solve such a situation?

Since D doesn't offer VLA's and alloca is broken (besides the ugly syntax),
I use a scoped wrapper (since scope doesn't do the job):

----
struct scoped(A : T[], T) {
    T[] arr;

    alias arr this;

    this(T[] arr) {
        this.arr = arr;

writefln("Get %d %s's (ptr = %x)", arr.length, T.stringof,
arr.ptr);
    }

    ~this() {
        GC.free(this.arr.ptr);
        this.arr = null;
        GC.minimize();

This is slow. Just use malloc & free, why touch GC at all?
    }
}

void main() {
    // need temp memory
    scoped!(int[]) arr = new int[n];
}
----

And what do you use?

Because it's more D'ish. That is what D offers.
Why is it slower than malloc + free?

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