Haskell的软件实时应用(如游戏)的GC性能如何? [英] How about Haskell's GC performance for soft realtime application like games?

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问题描述

因为我认识到游戏规则逻辑应该处理巨大的复杂性,所以我正考虑在游戏领域中使用非典型语言作为游戏中的逻辑脚本语言。游戏脚本的原因是用较少的代码表示复杂的逻辑。所以需要非常好的抽象语言。

但是大多数抽象语言都使用GC。通常情况下,GC会使CPU突发负载。基本上,它推迟清理内存操作,并立即执行。对于包括游戏和GUI在内的实时图形非常重要。

AFAIK,Haskell的GC与其他基于GC的语言有一点不同,因为它具有不可变属性。很难想象。我找不到任何详细的文件。



有什么不同?并且它是否为长时间运行的程序免费提供CPU? (随着时间的推移,负载均衡分布,可以为每个滴答声调用手动完成GC命令)。线程由Luke Palmer发起: http:// www。 haskell.org/pipermail/haskell-cafe/2010-February/thread.html#73881


Because I realized game rule logic should handle huge complexity, I'm considering using of non-typical language in game field as in-game logic script language. The reason of in-game script is representing complex logic with less code. So extremely well abstracted language required.

But most well-abstracted languages use GC. And normally the GCs make CPU burst load. Basically it defers clearing memory operation, and do it at once. Really critical to realtime graphics including games and GUI.

AFAIK, Haskell's GC is little bit different with other GC based languages cause of it's immutable attribute. It's hard to imagine. I couldn't find any document this in detail.

What's different? And is it CPU burst free for long running programs? (well distributed load over time, manual complete GC command can be called for each tick)

解决方案

You may want to look at the thread initiated by Luke Palmer here : http://www.haskell.org/pipermail/haskell-cafe/2010-February/thread.html#73881

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