Am 04.02.2014 01:24, schrieb NoUseForAName:
On Monday, 3 February 2014 at 23:00:23 UTC, woh wrote:
ur right I never thought of that, I bet all them game devs never
thought of it either, they so dumb. I bet they never tried to use a
GC, what fools! Endless graphs of traced objects, oh yes oh yes! It
only runs when I allocate, oh what a fool I've been, please castigate
me harder!
Also people should consider that Apple (unlike C++ game devs) did not
have a tradition of contempt for GC. In fact they tried GC *before* they
switched to ARC. The pro-GC camp always likes to pretend that the
anti-GC one is just ignorant, rejecting GC based on prejudice not
experience but Apple rejected GC based on experience.
GCed Objective-C did not allow them to deliver the user experience they
wanted (on mobile), because of the related latency issues. So they
switched to automated ref counting. It is not in question that ref
counting sacrifices throughput (compared to an advanced GC) but for
interactive, user facing applications latency is much more important.
The reality of those hanging around Apple developer forums before ARC
existed, was more related to crashes caused by Apple's implementation
and their interaction with third party libraries. Specially the amount
of special use cases one needed to take care of.
They *failed* to produce a stable GC implementation for Objective-C,
that is the reason, not better performance.
--
Paulo