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Replying to @true_droid
@true_droid@mraleph@psnively For example, render trees in Servo. The lifetimes are so complex I RC'd them; the overhead isn't noticeable.1 reply 0 retweets 0 likes -
Replying to @pcwalton
@pcwalton@true_droid@psnively when you say "overhead isn't noticeable" you mean you removed RC put GC in and compared perf?2 replies 0 retweets 0 likes -
Replying to @mraleph
@mraleph@true_droid@psnively No, overhead versus manual memory management. I suspect global stop the world GC would be worse.1 reply 0 retweets 0 likes -
Replying to @pcwalton
@mraleph@true_droid@psnively i.e. during layout the ref counts remain untouched. Whereas with thread safe GC you must stop the world.1 reply 0 retweets 0 likes -
Replying to @pcwalton
@pcwalton@true_droid@psnively if recounts remain untouched that means you are no allocating on refcounted heap - no need for GC either ;)2 replies 0 retweets 0 likes -
Replying to @mraleph
@mraleph@true_droid@psnively (a) Other threads may be allocating in a GC system causing stop the world.1 reply 0 retweets 0 likes -
Replying to @pcwalton
@pcwalton@true_droid@psnively other threads can have thread local heaps1 reply 0 retweets 0 likes -
Replying to @mraleph
@mraleph@true_droid@psnively How do you enforce that those objects don't escape the thread?1 reply 0 retweets 0 likes -
Replying to @pcwalton
@pcwalton@true_droid@psnively well, that's an interesting question. shared nothing system on the language level can be the best start2 replies 0 retweets 0 likes
@mraleph @true_droid @psnively I see your point though: single-threaded GC on the render tree might be best…
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