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#garbagecollection#nativeprogramming#ouya

The Evils of Non-native Programming - Ep 7 - Jeff and Casey Show 2013

jeffandcaseyshow

1.9K subscribers • 1 video on Hallway

YouTube
  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Casey Muratori and Jeff Roberts
  • An opinion. It argues one side of a question engineers disagree on.

Intermediate. Assumes working knowledge.

54K views13 years ago1 recommendation

Systems programmingProgramming languagesPerformance and optimizationMemory managementLanguage design and type systems

Jeff Roberts and Casey Muratori discuss the performance pitfalls of garbage collection and non-native programming environments like Java on Android.

Jeff and Casey discuss the Ouya and the bad decision making that leads to garbage collection and other non-native programming badness.

Why it's here

1 person recommends this

What people say. Recommended as a discussion on the architectural and performance implications of garbage collection versus manual memory management.

u/tufflaxin r/C_Programming • Recommends

How to manage memory? Hi! I have mostly used garbage-collected languages so far. I'm learning C, and to me manual memory management looks hard. The fundamental problem to me, it seems, is that sometimes it's not clear who (i.e. what part of the program, but I'm anthropomorphizing) is responsible for freeing the memory. Say you are writing a game, or something like that. And there are several subsystems in the game: a model with logic and data, a graphics subsystem, a sound subsystem, a persistent storage subsystem, etc. And imagine one subsystem allocates some memory, and hands it out to the other subsystems to do stuff with. Say the model allocates memory to hold a new character in the g…

u/makuto9in r/ProgrammingLanguages • Mentions

On “Cakelisp: a programming language for games”

There are some good coments on the Hacker News thread about performance. C++ still reigns supreme in AAA game development (while Unity uses C# for user-land, Unity itself is written in C++), and for good reason. Games typically require tight interaction with the operating system and drivers (esp. GPU), both of which are still written in C or C++. See also, although Casey Muratori can definitely be dogmatic about such things. No matter what memory management scheme you choose, the programmer must do some work: - C requires careful use of `free()` to prevent leaks, and over-use of `malloc()` can become a performance drain. Tools like Valgrind can quickly find memory leaks, but it is anoth…