On Sep 18, 2006, at 4:38 AM, Rhythmic Fistman wrote:

>> Date: Mon, 28 Aug 2006 15:55:11 -0400
>> From: Peter Tanski <[EMAIL PROTECTED]>
>> > mmap to manage memory manually. And shared memory
>> > would be an issue (process wide).
>> >
>> > Also the 'world stop' is a killer for some kinds
>> > of applications.
>>
>> You certainly wouldn't want to use such a GC'd programming for video
>> games,
>
> This is a common bad assumption - the gc works fine in games.
> It's always right at the bottom of the profiling list, at fractions  
> of a
> percent of cpu usage.

Incremental GC is excellent.  I am a big fan of incremental GC for  
multi-threaded applications.  But stop-world GC?  In a real-time  
video game that means a potential pause in the action, right?  I  
don't know very much about GC in video games.  Do you know of any  
video games that use stop-world instead of incremental GC?

-Pete

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