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On 5/16/2015 10:32 AM, Tim Hill wrote:

On May 14, 2015, at 8:18 PM, zejian ju wrote:

Lua's coroutine is great for its true stackless. Every normal
function can be used
in coroutine thread. But stackless means a full separate Lua
stack should be maintained
for each coroutine, which may cause more garbage memory refered
from the earlier
frames of these stacks will be kept. Considering the
not-so-great GC in Lua, this
may not be a good thing in some conditions.

What are your issues with the Lua GC?

He wishes the app was running at a sustained 4 instructions/clock/core... :-P

Or, he hopes someone else would do the hard work of making a cache-aware GC...

[intended as good-natured ribbing, let us be able to keep things slightly loose...:-p]

I wonder what is the _actual_ slowdown, wall clock, not profiler reports. Often a tip in Android development is to avoid object creation, fix everything when running the main game loop for instance. If in his Lua app he fixed objects in performance-critical sections, how much would that change running time? Canonical Lua is a great multi-platform interpreter, the question is do users expect it to juggle knives while doing cartwheels...

--
Cheers,
Kein-Hong Man (esq.)
Kuala Lumpur, Malaysia