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> Since it's not needed and it's massively worse than reference counting Lol, what? Maybe don’t go asserting stuff you clearly know little about. Reference counting is a fine tradeoff for manual memory-managed languages, but it is absolutely smoked out of the water by a tracing GC on most counts. It’s almost like JVM, V8, etc engineers know a thing about the topic and don’t have RC for a good reason. Tracing GC doesn’t burden the mutator threads with additional work, almost everything can be done in parallel, resulting in vastly better throughput. Imagine dropping the last reference to a huge graph, one can actually observe it when exiting a c++ program, it might hang for a few seconds before returning control to you, as all the destructors are recursively called, serially, on the program thread, literally pointer by pointer jumping across the heap, the very thing you are so afraid of. And I didn’t even get to the atomic part, bumping a number up or down with synchronization between CPUs is literally the slowest operation you can do on a modern machine. Tracing GCs elegantly avoid all these problems at the price of some memory overhead. None of these GC algorithms (yes, RC is a GC) is a silver bullet, but let’s not joke ourselves. |
If you use reference counting properly in a well-designed language then it's obviously better than GC since it's rarely used, fast, simple, local and needs no arbitrary heuristics.
The destructor cascades are only a problem for latency and potential stack overflow and can be solved by having custom destructors for recursive structures that queue nodes for destruction, or using arena allocators if applicable.