| > I assume you're talking about Unity, is that correct That particular project was Unity. Which, as you know, has a notoriously poor GC implementation. It sure seems like there are a whole lot more bad GC implementations than good. And good ones are seemingly never available in my domains! Which makes their supposed existence irrelevant to my decision tree. > good GC is vastly superior to RC+malloc/free Ehhh. To be honest memory management is kind of easy. Memory leaks are easy to track. Double frees are kind of a non-issue. Use after free requires a modicum of care and planning. > and can be matched by manually managing various arenas at much greater complexity cost, which is still an option in a GC-based language like C# (and is a popular technique in this domain). Not 100% sure what you mean here. I really really hate having to fight the GC and go out of my way to pool objects in C#. Sure it works. But it defeats the whole purpose of having a GC and is much much more painful than if it were just C. |