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by nanolith 3536 days ago
Every data structure in C++ has an allocator override. If you want to use a bump pointer allocator, you can use a bump pointer allocator. In fact, this is a very common optimization in game software during time-critical frame rendering. Allocate a large chunk of memory to act as a flywheel, then use a bump allocator against this chunk of memory while performing data-heavy crunching, then reset the bump pointer at the end of the render cycle. All memory is freed at once, without the use of a more intrusive garbage collector.

As they say, C++ gives you enough rope to hang yourself. It's pretty unapologetic about not being a language meant for everyone. But, sometimes, one needs to drop down to a lower level language to boost performance. I like to apply the Pareto Principle: 80% in a higher level language, and 20% in a language like C or C++.

1 comments

Sure, we use our own arena allocators with varying degrees of success in my current project (V8--JavaScript VM implemented in >800KLOC C++). The fact that C++ allows you to peer behind the curtain is more its own admission that it is inadequate to meet all use cases. It always allows one to resort to "manual" control. Usually that manual control comes at the cost of literally violating the language semantics and wandering into the territory of undefined behavior. As tempting as this manual control is, my 15 years of C++ versus my 10 years of Java and JVM implementation makes me feel like C++ causes far more trouble than it's worth, especially for projects that have no business at all trying to outdo the defaults.
I think that's mostly your opinion. One can remain very tight to the language semantics and still get a lot of fine-grained control over performance in C++.

No language can meet all use cases. Every language has features that it is best suited for, and features that are a bit of a pain. For languages like C and C++, the pain points are higher-level programming semantics. For languages like Java / JVM, the pain points are fine-grained control and low-level bit twiddling.

I recommend an 80/20 split. Write 80% of your code in a high-level language of choice that mostly meets your goals. Profile the hell out of it, then use that language's FFI to refactor the slow bits in a lower level language like C/C++.

There will be constraints, such as system level programming or embedded system programming, where a language like C/C++/Rust can't be avoided. But for general purpose work, the Pareto Principle works pretty well for balancing time-to-market with performance.

> Usually that manual control comes at the cost of literally violating the language semantics and wandering into the territory of undefined behavior.

What makes you say this?