dsimcha wrote:
== Quote from Andrei Alexandrescu ([email protected])'s article
dsimcha wrote:
== Quote from Sean Kelly ([email protected])'s article
dsimcha Wrote:
3. This one is an order of magnitude less likely than the other two to
actually get implemented, at least by me, but how about thread-local
allocators so you can call malloc() without taking a lock? I vaguely remember
Sean saying he was working on that a while back, but I never heard anything
about it again. It's probably best to wait for shared to be implemented for
this so that unshared objects can also be collected w/o stopping the world,
but we should start at least discussing this now.
I actually started working on this a while back and then set it aside to take
care of some other things. I'm planning to revisit it once the concurrency
model
is reasonably sorted out, since such a GC is pretty much useless until then
anyway.
Does this mean that this has officially, for all practical purposes, been put
off
until D3?
Performance improvements are fortunately not tied to the language spec.
Andrei
But the concurrency model is.
Sorry, I misunderstood a bit. Anyway, the process is a continuum, so you
shouldn't expect that the concurrency model will be available only on
the day of D2's release. Also, there will be many releases of D2
following the "gold" release. It's not like once we deploy D2 we just
start working on D3.
Andrei