On Tuesday, 4 February 2014 at 00:19:53 UTC, Adam Wilson wrote:
On Mon, 03 Feb 2014 15:26:22 -0800, Frustrated
<[email protected]> wrote:
On Monday, 3 February 2014 at 21:42:59 UTC, Shammah Chancellor
wrote:
You can always force the GC to run between cycles in your
game, and
turn off automatic sweeps. This is how most games operate
nowadays.
It's also probably possible to create a drop-in replacement
for the GC
to do something else. I could see if being *VERY* useful to
make the
GC take a compile-time parameter to select which GC engine is
used.
This is just non-sense. Maybe this is why modern games suck
then?
How do you guarantee that the GC won't kick in at the most
inopportune times? Oh, you manually trigger it? When? Right at
the moment when the player is about to down the boss after a 45
min fight?
Oh, right.. you just segfault cause there is no memory left.
On Monday, 3 February 2014 at 22:51:50 UTC, Frank Bauer wrote:
I'm not quite sure that I understand what you mean by GC
avoidance being a major focus of 2014 though. In the long
term, can I look forward to writing an absolutely, like in
100 %, like in guaranteed, GC free D app with all of current
D's and Phobos' features if I choose to? Or does it mean:
well for the most part it will avoid the GC, but if you're
unlucky the GC might still kick in if you don't pay attention
and when you least expect it?
It's either got to be 100% or nothing. The only issue of the GC
is the non-determinism.... or if you do corner it and trigger
it
manually you end up with exactly the types of problems Mr.
Chancellor thinks doesn't exist... i.e., the longer you have to
put off the GC the worse it becomes(the more time it takes to
run
or the less memory you have to work with).
Why is this myth of non-determinism still alive? The only truly
non-deterministic GC's are concurrent collectors, but alas
concurrent collects don't routinely stop-the-world either, so
there really aren't any pauses to complain about. D's
Mark-Sweep GC is *perfectly* deterministic. It can *only*
pause on allocation. Ergo you can determine exactly which
allocation caused the problem. You might not expect the
function you called to GC-allocate, but that doesn't make it
non-deterministic, just not what you expected. Please, stop
blaming your missed expectations on the GC. This
non-determinism thing is a red herring that is repeated over
and over by people who obviously have no idea what they are
talking about.
What I want you to do then is tell me exactly which allocation
will stop the world. You claim it is deterministic so it should
be obvious... hell, it shouldn't even require any code to monitor
what the GC is doing. With manual allocation and deallocation I
can see exactly when the memory will be allocated and free'ed.
That is deterministic.
Just because you want to use an all encompassing definition that
is meaningless doesn't mean you are right. RNG's are
deterministic using your definition, but that is a useless
definition.