On Thursday, 28 July 2016 at 07:12:06 UTC, Lodovico Giaretta
wrote:
On Thursday, 28 July 2016 at 00:23:57 UTC, bitwise wrote:
The point is though, that I WANT to use the GC. I want the
memory cleaned up for me, and I don't mind little pauses once
in a while. I just don't want careless allocations to happen
in certain performance-sensitive contexts, like per-frame
updates.
While working on a past project(C++), I found this little gem:
void draw() {
Font* f = new Font("arial.ttf", 16);
drawText(f, "hello world");
}
As utterly moronic as this seems, this was a real bug that I
had to fix. Our game was literally topping out at 2GB of
memory usage after ~30 seconds and crashing.
Note: it wasn't my code ;)
If that code was written in D with the feature I'm asking for,
draw() would have been marked with @nogc. The person who wrote
the above code would have either had to store the font
somewhere else, or insert a @assumenogc{} section to actually
do that. So it either would not have happened, or would have
been much easier to find.
If you found that your game/app was using too much GC,
searching for "@assumenogc" would likely uncover the cause, as
long as your root classes were annotated correctly. The
@assumenogc annotation would plainly show where allocations
were happening that maybe shouldn't be.
If @assumegc has to be manually checked to see if it is
over-allocating whenever the application is going out of
memory, then it is no more useful than running the gc-profiler
when the application is over-allocating. The profiler is even
better, because with @assumegc you have to check ALL marked
functions to find the leaking one, while the gc-profiler would
just put it on top of the report, making your job easier. So
IMHO we already have an instrument to solve these problems.
It's not about running out of memory. It's a performance issue.
Example: In the following class, it would be perfectly fine, and
even expected to allocate in start() but not in update(). This is
because start() gets called once on object initialization, but
update() would get called every frame.
class NPC {
// ....
void start() { this.hat = new Hat(); }
void update() @nogc {
this.timer += Clock.currTime;
check(this.timer);
updateUI();
}
}
Finally, the use of a profiler, and @nogc/@assumenogc wouldn't be
mutually exclusive. If a profiler had a filter-by-attribute
functionality, you could set it to @nogc functions, and it would
narrow down the results to the functions where allocations
actually matter.
Bit