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- Subject: Re: Optimizing Lua memory access/usage...
- From: Thatcher Ulrich <tu@...>
- Date: Sun, 9 Sep 2001 23:51:20 -0400 (EDT)
On Mon, 10 Sep 2001, John Belmonte wrote:
> Joshua Jensen wrote:
> > The nature of Lua's growing of its internal arrays lends itself
> > to fragmentation levels that aren't acceptable in a tight
> > memory environment (such as a game console or embedded
> > device).
> In my project I gave up on using Lua in the "main loop" long ago and just
> confined it to init time. Even so it's much better than life-before-Lua.
> Still, I'm interested in seeing how others manage in embedded and hard
> real-time apps. Have you considered keeping a separate heap for use by Lua?
> This would localize the fragmentation and reduce its effect assuming Lua is
> not allocating large blocks of memory such as for sound or animation data.
> It's the mixing of the large and small blocks that makes fragmentation an
I'm Yet Another Game Developer interested in seeing this problem solved.
I've been gradually working my way through the papers at
http://www.cs.utexas.edu/users/oops/papers.html and it seems like, as
noted in http://lua-users.org/wiki/LuaInRealTimePrograms , someone just
needs to crank out an implementation of Wilson's garbage collector. I did
some work on a couple of home-brew Scheme garbage collectors a few years
back so I'm tempted to jump in, but I fear getting in over my head, or
duplicating a lot of effort. So, has anybody tried this yet?
Contemplated it seriously? Have experience with this type of collector in