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by sph
16 days ago
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> Maybe systems that are severely I/O bound but is barely a thing these days. Any kind of web service is barely a thing today? Which is what 99% of HN posters are working on, hence my comment. > High-performance throughput-optimized systems are also sensitive at ~1µs granularity for different reasons, so GCs are not used there either Games are high-performance throughput-optimized systems that have adopted GC languages for 15+ years now, and again a type of application which is much more latency sensitive than most people deal in their day to day. Nobody is claiming GC is a panacea, but it’s good enough for a lot more use cases people give it credit for. |
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It is rare to be severely I/O bound because software engineered for I/O performance tends to run out of memory bandwidth first.
Games are not throughput-optimized systems in any conventional sense. They are a canonical example of latency-optimized systems.
I have nothing against GCs, I use them regularly even in performance-sensitive contexts. But too many people understate the adverse impact of GCs on performance contrary to evidence and theory.