On Saturday, 1 February 2014 at 05:36:44 UTC, Manu wrote:
I write realtime and memory-constrained software (console games), and for
me, I think the biggest issue that can never be solved is the
non-deterministic nature of the collect cycles, and the unknowable memory footprint of the application. You can't make any guarantees or predictions about the GC, which is fundamentally incompatible with realtime software.
(tried to manually fix ugly linebreaks here, so apologies if it turns out even worse.)

(Maybe this would be better posted in D.learn; if so I'll crosspost.)

In your opinion, of how much value would deadlining be? As in, "okay handyman, you may sweep the floor now BUT ONLY FOR 6 MILLISECONDS; whatever's left after that you'll have to take care of next time, your pride as a professional Sweeper be damned"?

It obviously doesn't address memory footprint, but you would get the illusion of determinism in cases similar to where race-to-idle approaches work. Inarguably, this wouldn't apply if the goal is to render as many frames per second as possible, such as for non-console shooters where tearing is not a concern but latency is very much so.

I'm very much a layman in this field, but I'm trying to soak up as much knowledge as possible, and most of it from threads like these. To my uneducated eyes, an ARC collector does seem like the near-ideal solution -- assuming, as always, the code is written with the GC in mind. But am I right in gathering that it solves two-thirds of the problem? You don't need to scan the managed heap, but when memory is actually freed is still non-deterministic and may incur pauses, though not necessarily a program-wide stop. Aye?

At the same time, Lucarella's dconf slides were very, very attractive. I gather that allocations themselves may become slower with a concurrent collector, but collection times in essence become non-issues. Technically parallelism doesn't equate to free CPU time; but that it more or less *is* assuming there is a cores/thread to spare. Wrong?

Lastly, am I right in understanding precise collectors as identical to the stop-the-world collector we currently have, but with a smarter allocation scheme resulting in a smaller managed heap to scan? With the additional bonus of less false pointers. If so, this would seem like a good improvement to the current implementation, with the next increment in the same direction being a generational gc.

I would *dearly* love to have concurrency in whatever we end up with, though. For a multi-core personal computer threads are free lunches, or close enough so. Concurrentgate and all that jazz.

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