On 1 February 2014 18:20, Paulo Pinto <pjmlp@progtools.org> wrote:
Am 01.02.2014 06:29, schrieb Manu:
On 26 December 2012 00:48, Sven Over <dlang@svenover.de
<mailto:dlang@svenover.de>> wrote:

        std.typecons.RefCounted!T

        core.memory.GC.disable();


    Wow. That was easy.

    I see, D's claim of being a multi-paradigm language is not false.


It's not a realistic suggestion. Everything you want to link uses the
GC, and the language its self also uses the GC. Unless you write
software in complete isolation and forego many valuable features, it's
not a solution.


        Phobos does rely on the GC to some extent. Most algorithms and
        ranges do not though.


    Running (library) code that was written with GC in mind and turning
    GC off doesn't sound ideal.

    But maybe this allows me to familiarise myself more with D. Who
    knows, maybe I can learn to stop worrying and love garbage collection.

    Thanks for your help!


I've been trying to learn to love the GC for as long as I've been around
here. I really wanted to break that mental barrier, but it hasn't happened.
In fact, I am more than ever convinced that the GC won't do. My current
#1 wishlist item for D is the ability to use a reference counted
collector in place of the built-in GC.
You're not alone :)

I write realtime and memory-constrained software (console games), and
for me, I think the biggest issue that can never be solved is the
non-deterministic nature of the collect cycles, and the unknowable
memory footprint of the application. You can't make any guarantees or
predictions about the GC, which is fundamentally incompatible with
realtime software.


Meanwhile Unity and similar engines are becoming widespread, with C++ being pushed all the way to the bottom on the stack.

At least from what I hear in the gaming communities I hop around.

What is your experience there?

Unity is indeed popular, for casual/indy games.
AAA/'big games' show no signs of moving away from C++. The 'next gen' has enough memory for GC (still can't afford the time though), but handhelds and small devices are a bigger market these days.
It's true that there are less 'big games' on handhelds, which are the future of resource-limited devices, but I think that rift is closing quickly.