4 ms·
Have you used this before? What was the domain?
by jez 4y ago
Have you used this before? What was the domain?
- pianoben 4y agoThese are not commonly used in application code, but are "commonly" used to implement reclamation in languages without memory management for concurrent mutable data structures.
- throwaway17_17 4y agoI have seen this general pattern in several decently large game object systems, although I can’t think of which ones off hand, if I’m recalling correctly it tend to be used in the longer lived (aka 10s of frames) object status/object existence checks, and often in AI subsystems, pathing and general decision making queries, etc.
- moonchild 4y agoSeems like games are an 'easy' case for this kind of thing, since you can synchronise every frame, and arbitrate destruction then; no?
- throwaway17_17 4y agoFor the most part. I think most of the usage was to allow more dynamic ‘objects’ and queries on them to be used in a low friction way without worrying about generational validity checks or null checks when reading data from those objects. It a lot like implementing a deterministic GC for a small set of memory objects.