Linked by Thom Holwerda on Thu 6th Sep 2012 21:32 UTC, submitted by MOS6510
Benchmarks "During the 4th Semester of my studies I wrote a small 3d spaceship deathmatch shooter with the D-Programming language. It was created within 3 Months time and allows multiple players to play deathmatch over local area network. All of the code was written with a garbage collector in mind and made wide usage of the D standard library phobos. After the project was finished I noticed how much time is spend every frame for garbage collection, so I decided to create a version of the game which does not use a GC, to improve performance."
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RE: GC is for scripting
by butters on Fri 7th Sep 2012 04:36 UTC in reply to "GC is for scripting"
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Also it should be noted that while garbage collection may increase the cost of freeing memory, it can significantly reduce the cost of allocating memory. The garbage collector runs asynchronously, so trading for fast synchronous allocation is a good deal.

Most modern garbage collectors implement an algorithm in which reachable objects in a full memory region are copied to a free memory region in depth-first traversal order. The remaining objects are unreachable, so the whole region is freed, and the new region is populated with excellent spatial locality of reference.

Because the memory allocator understands the garbage collector, finding free memory is cheap and easy. Heap implementations like malloc have to do the hard work of scanning implicit free lists on allocate, where garbage collected heaps do the hard work in the background.

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