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by CooCooCaCha
926 days ago
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Thanks, I think swapping and controlling the GC would be a very useful feature. In the game example I gave performance is important, but what's also important is consistency. Interactive apps rely on a steady framerate so what you want to avoid is accumulating garbage across multiple frames, then doing a single large collection pass. In other words, it's better to do a bit of GC every frame than a bunch at once and risk stuttering. |
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(Note that doing GC over large object graphs will nonetheless involve significant overhead, even with efficient implementations as seen here; GC is not at all a silver bullet, and should be avoided if at all possible. The actual point of GC is to enable computing over highly general, possibly cyclical object graphs - if that doesn't apply, other memory management strategies can be used instead.)