There are soft realtime GCs like you describe, but I believe they're all incremental. I don't know that approach is compatible with D.
Sent from my iPhone On Aug 31, 2011, at 10:35 PM, Josh Simmons <[email protected]> wrote: > On Thu, Sep 1, 2011 at 3:23 PM, Walter Bright > <[email protected]> wrote: >> >> And note that if you've got hard real time constraints, you cannot even use >> malloc/free, as they do not run in bounded time. >> > > They're generally avoided in game code anyway because they're slow. > > Games don't have hard real time constraints though in the strictest > sense, but you have a fixed budget with which to work all game logic > and rendering having the GC kick in at the wrong time or run a bit > longer than expected can lead to very nasty frame drops. You really > need to be able to say when you want the GC to run, and how long > you're willing to give it to execute.
