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| Date: | -- (:) |
| From: | Jon Harrop <jon@f...> |
| Subject: | Re: [Caml-list] stl? |
On Thursday 05 March 2009 02:15:20 Pal-Kristian Engstad wrote: > Jon Harrop wrote: > > On Wednesday 04 March 2009 23:18:21 Pal-Kristian Engstad wrote: > >> Sure -- those are probably not jobs that require performance, nor have > >> resource constraints. > > > > I do not believe that C++ is significantly faster or better at handling > > resources than higher-level languages. > > Have you ever tried to conform to a specific memory layout? We are often > talking directly to hardware, and in those cases it is a prerequisite to > be able to produce data that is in the exact format prescribed. Often > these things are, put an 17-bit ID followed by a 3-bit CODE followed by > a 12-bit LENGTH field, after which follows LENGTH items each of size > that is some-function-of CODE. > > This is usually not a problem when a small part of your data needs to be > described this way, but when a large portion of your data needs this > formatting, you can see that OCaml or Haskell records simply doesn't > work very well. I agree with the symptoms but not with C++ as the treatment. Granted you cannot write such code directly in OCaml or Haskell but you can generate the code using tools like LLVM without losing the benefits of high-level programming and I definitely prefer that to writing C++ by hand. > >> That's not true. We run GC on all of our game tasks. It's "manual"-ish, > >> but doable. > > > > If it is "manual-ish" then it is not automatic! > > It is automatic in the sense that it garbage collects automatically at a > specific time in the frame. It is manual in the sense that you have to > annotate pointers and other reference like things (e.g. indexes). Ok, if you're doing the annotations by hand then it is not automatic memory management IMHO. > > I found that when porting Smoke from C++ to OCaml. The worst case > > performance (which was the problem) got 5x faster in OCaml because the GC > > did the incremental work that I never managed to get my STL allocators to > > do effectively. I realised I was just Greenspunning what modern languages > > already had and that prompted me to drop C++. > > It is fairly rare for us to use STL (at least for the run-time portion > of a game), probably for the reason that you mention. We tend to make > algorithms and data-structures targeted for the use case. Yes, I'm not surprised. > >> Indeed. But then there are target specific control registers, timers, > >> etc. etc. Usually, these are not supported well. > > > > So C++ has legacy support for them but they change as hardware evolves > > and there is no reason why VMs cannot also support them. > > True. But do they? Usually not. It is forgotten, deemed a non-important > thing. The thing is, when you /need/ a hardware specific feature, there > is usually no out. That was what I was trying to address. I see. Yes, definitely sounds like you need an extensible performant high-level language implementation. > >> Well, first of all - something that doesn't suck performance wise. And > >> it is essential that it works on non-Intel platforms. F# is indeed > >> promising, but again - I would not use it for performance critical code > >> - which is about 30-50% of a game's code base. > > > > Those are quite tame requirements, IMHO. I'd recommend Cilk. > > Cilk supports programming multi-threaded applications on shared-memory > multiprocessors. That doesn't seem to be applicable to the CELL/SPU > architecture, for instance. However, I will investigate it further. I have no idea about CELL/SPU, sorry. > >> This is not true. Pretty much all C++ compilers have both intrinsic and > >> inline assembly support. > > > > Ok but that is not specific to C++. > > Just another thing that language developers "forget" on the way. I'll keep that in mind... > >>>> More importantly, you end up with a project with several different > >>>> languages. That is generally a very bad idea. > >>> > >>> A common language run-time is the right solution, not C/C++. > >> > >> That is exactly my point. It needs to be *one* language that can cover > >> the broad base from non-performance critical AI code to performance > >> critical culling, animation and physics code. > > > > A common intermediate representation shared between different front-end > > languages would suffice. > > Are you talking about JIT? Unfortunately, for most consoles you are not > allowed to write to code-pages, which precludes JIT. Everything must be > pre-compiled to assembly. It doesn't need to be a JIT and, actually, HLVM already supports both JIT and standalone compilation. > >> But the sad fact is that > >> there is no competitor to C++. Mind you - I *want* to have something > >> else - it is just not feasible. > > > > I really don't see why. For example, surely OCaml+LLVM beats C++ in every > > way that you have described. > > LLVM is very interesting indeed, and would be my preferred back-end. Takes a lot of learning but LLVM is awesome once you've got to grips with it. I'm hoping my high-level interface can take a lot of the pain out of using it... > > Moreover, something like my HLVM, which is specifically designed for > > high-performance computing, should make that vastly easier than C++. It > > even supports features like optional GC because my GC is written in my IR > > (and I don't want to GC my GC ;-). > > Nice... :-) When will you release your first version? I'm just writing the GC now and then I'll release a first version. I'm hoping JLouis can make a MosML front end quickly. ;-) -- Dr Jon Harrop, Flying Frog Consultancy Ltd. http://www.ffconsultancy.com/?e