2 ms·
Right, but if you're allocating way too much, no lifetime management model will save you. As a game dev I still will take a modern GC over refcounting or manua
by kevingadd 5y ago
Right, but if you're allocating way too much, no lifetime management model will save you.
As a game dev I still will take a modern GC over refcounting or manual lifetime management any day. There are scenarios where you simply don't want to put up with the GC's interference, but those are rare - and modern stacks like .NET let you do manual memory management in cases where you are confident it's what you want to do. For the vast majority of the code I write, GC is the right approach - the best-case performance is good and the worst-case scenario is bad performance instead of crashes. The tooling is out there for me to do allocation and lifetime profiling and that's usually sufficient to find all the hotspots causing GC pressure and optimize them out without having to write any unsafe code.
The cost of having a GC walk a huge heap is a pain, though. I have had to go out of my way to ensure that large buffers don't have GC references in them so that the GC isn't stuck scanning hundreds of megabytes worth of static data. Similar to what I said above though, the same problem would occur if those datastructures had a smart pointer in them :/