Now I see why the best relocating collectors, like Microsoft's for .NET, "stop the world" at critical times. That's not workable in general C++ code though, and won't scale to many-core. Conclusion: A non-relocating concurrent garbage collector will be optimal.
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In my experience people who use garbage collectors spend more time managing resources than people who don't, it's a solution looking for a problem and with tech like arc and raii it's even more redundant
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That’s a controversial but plausible statement in mainstream programming practice (despite Unreal and Unity history). It definitely doesn’t hold in the case of code based largely on immutable data structures and shallow copying as in a functional language.
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There are a few paid versions for Java: is there something about Java semantics that makes it easier to do there ?
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JVM is implemented in c/c++. So, if it's possible in Java, it should be possible in c
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Trying to get a GC that's usable/optimal in regular C++ was a pain, so we ended making a new C#-like language that compiled to C/C++. The code cleanliness went way up, reflection was always correct, and other GC optimizations were then possible as we could inject code as needed.
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I’m surprised that you’re surprised by this.
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I was pretty excited about D a few years ago, but I couldn't get over the GC used in the standard library with a language that was supposed to rival C++. If that bothers you as well, you may want to give Rust a look.
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Why is this in anyway desired in a performant system ? Would love to hear examples where you feel this would be advantageous versus using domain specific management of memory pools.
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What’s is a performant system ? There are plenty of frameworks that run on top of a GC platform, that achive great domain performance, look at Akka for example, while can’t be used in for example a hard real-time scenario.
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