3 ms·
It's like 30ms which is completely unacceptable. As for your workarounds, for real time software, these workarounds are too nondeterministic. Real time is one
by AndyKelley 11y ago
It's like 30ms which is completely unacceptable.
As for your workarounds, for real time software, these workarounds are too nondeterministic. Real time is one of the primary features, so you need very predictable performance, and that implies having direct control over things like memory.
- tracker1 11y agoLike I said, it really depends on your needs... In a game, even, it would depends... a blink of an eye hickup every few minutes in a game is not a huge thing, depending on the game... many games would never even need a large GC cycle on a modern computer. I mean, look at how many fun games were made in Flash... Yes, if you're doing really real-time, that's one thing... many things aren't, so it depends... that said, again, if you need really real time, a functional approach and rust may be a better option... or a number of other FP languages, for that matter... or C/C++ if you're a masochist, or really anal with your approach (not really trying to offend C/C++ guys, more pointing out that it's rarely the best pragmatic option)
- mixedCase 11y ago>It's like 30ms which is completely unacceptable. Not really. https://twitter.com/brianhatfield/status/692778741567721473 https://twitter.com/brianhatfield/status/692778741567721473 I've seen 10ms mentioned as worst possible scenario, which means not coding with the GC in mind.