On Sun, Nov 2, 2008 at 4:33 PM, Greg Ewing <greg.ewing at canterbury.ac.nz> wrote: > Eric Smith wrote: > >> I'd gladly trade deterministic destruction (due to reference counting or >> any other mechanism) for improved performance. > > Another thing to consider is that refcounting spreads out the > time spent doing GC evenly over the execution of the program, > so that you don't get pauses occurring at random times. > > Sometimes in games I've found that I had to disable cyclic > GC in order to get smooth frame rates. With no refcounting > I wouldn't have the option of doing that. I'd be disappointed > if that meant I could no longer use Python for these kinds of > games. I consider realtime games to be an essential use case and will be pursuing incremental GC with my experiments. -- Adam Olsen, aka Rhamphoryncus
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