On Monday, 8 September 2014 at 17:06:34 UTC, badlink wrote:
Hello,
I'm creating a real-time 3D app using std.concurrency for exchanging messages between the renderer and a few mesher threads. The app runs fine, but once in a while I get a consistent FPS drop. Already aware that the cause is the GC (a call to GC.disable eliminates the slowdowns) I timed all functions and found that spawn() sometimes requires more than 50 ms to returns.

That's strange.  As you can see, spawn() just creates a kernel
thread.  There's an allocation for the context of a closure, but
this has nothing to do with the message queue.


I did a quick search through Phobos and found out that the Mailbox implementation in std.concurency uses a private List struct where every call to .put() needs to allocate a new node :(

Why is that ?

Incoming messages are appended to the list and removed from the
middle during receive, so a list seemed like a natural
representation.  This could be optimized by putting a "next" ptr
inside the Message object itself and make the list literally just
a list of messages instead of a list of nodes referencing
messages.  That would eliminate half of the allocations and not
have any of the problems that a ring buffer brings with removals
from the middle or growing the list size.


I would have used for example a ring buffer which can do all the things the Mailbox needs and faster in every way. The growing time can be compensated by a right call to setMaxMailboxSize() and any random removal can be a swap of the last element with the one being removed.

If I haven't overlooked something, I'd like to fill a performance bug on Bugzilla.

See above.  I think the optimization of the list is a good idea
regardless.  I've also been considering adding free lists for
discarded messages to avoid GC allocations.  I did this when
originally writing std.concurrency but it didn't actually seem to
speed things up when profiling.  This probably deserves a revisit.

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