On Saturday, 10 May 2014 at 13:33:40 UTC, Manu via Digitalmars-d
wrote:
On 10 May 2014 17:08, Andrei Alexandrescu via Digitalmars-d
<[email protected]> wrote:
On 5/9/14, 11:27 PM, Manu via Digitalmars-d wrote:
ARC overhead would have no meaningful impact on performance,
GC may
potentially freeze execution. I am certain I would never
notice ARC
overhead on a profiler, and if I did, there are very simple
methods to
shift it elsewhere in the few specific circumstances it
emerges.
This is very, very, very wrong. -- Andrei
Is there any evidence to support that assertion?
It is well known that reference counting can perform poorly. The
updates damage the cache and atomic reference counts will stall
pipelines.
Of course, there are things that can be done to mitigate the
impact, but the same is true for GC.
Just Google for reference counting performance.
I have many colleagues who work on phones. The patterns I see
are that
the iOS guys who use Obj-C never complain about it, and the GC
guys
are often struggling with it.
The bias in gamedev is strongly towards iOS too, so that should
be a
more populous group to draw samples from.
Of course. In game dev a large frame time spike is worse, and
more obvious/noticeable than a consistent and mostly predictable
performance hit.