bumpalo
generational-arena
bumpalo | generational-arena | |
---|---|---|
17 | 7 | |
1,427 | 646 | |
- | - | |
6.7 | 0.0 | |
about 2 months ago | about 1 year ago | |
Rust | Rust | |
Apache License 2.0 | Mozilla Public License 2.0 |
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bumpalo
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Implementing Webpack from Scratch, But in Rust - [2] MVP Version
The Allocator is a memory allocation tool based on bumpalo. It seems that Allocator is commonly used in implementing parsers. You can refer to this tutorial for more information, but for now, we will skip it.
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Rust vs Zig Benchmarks
Long story short, heap allocation is painfully slow. Any sort of malloc will always be slower than a custom pool or a bump allocator, because it has a lot more context to deal with.
Rust makes it especially hard to use custom allocators, see bumpalo for example [0]. To be fair, progress is being made in this area [1].
Theoretically one can use a "handle table" as a replacement for pools, you can find relevant discussion at [2].
[0] https://github.com/fitzgen/bumpalo
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Rust Memory Management
There are ways to accomplish this as well. Different allocator libraries exist for this kind of scenario, namely bumpallo which allocates a larger block of memory from the kernel, and allocates quickly thereafter. That would amortize the cost of memory allocations in the way I think you're after?
- Custom allocators in Rust
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A C Programmers take on Rust.
Meaning, storing a lot of things in the same block of allocated memory? Vec is a thing, you know. There's also a bump allocator library.
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Hypothetical scenario - What would be better - C, C++ or Rust? (Read desc.)
There are data structures like slotmap, and relatively low-level crates like bumpalo. This is not to say that either fits your use case, just that you definitely have access to the necessary parts to fit what you describe.
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Implementing "Drop" manually to show progress
Sometimes you can put everything in a bump allocator, then when you're done, free the entire bump allocator in one go. https://docs.rs/bumpalo/
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Any languages doing anything interesting with allocators?
This is useful with crates like bumpalo which give you bump-allocation arenas whose lifetimes are tied to the objects they allocate.
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I’m Porting the TypeScript Type Checker Tsc to Go
TSC doesn't need to "stick around", right? Just a run-once and the program is over?
In those cases, https://github.com/fitzgen/bumpalo works amazingly as an arena. You can pretty much forget about reference counting and have direct references everywhere in your graph. The disadvantage is that it's hard to modify your tree without leaving memory around.
We use it extensively in http://github.com/dioxusLabs/dioxus and don't need to worry about Rc anywhere in the graph/diffing code.
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Allocating many Boxes at once
Probably bumpalo, but then its Box will have a lifetime parameter - bumpalo::boxed::Box<'a, dyn MyTrait>
generational-arena
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Is Rust suitable for representing domain concepts?
In my experience it is often easier to use indexes instead of copying Rc's. If you want to mutate the graph, then look in to slab and generational-arena
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My thoughts on Rust for game development
Regarding ECS: yes, but in a deflationary sense. The game has entities, stored in something very similar to GenerationalArena, and it has "systems", which are just functions that operate on these entities. The components themselves are just fields of the Entity megastruct. Having an ECS in the narrow sense doesn't really make a lot of sense for this game, because a lot of its rules are dependent on each other, and there's very little chance to extract parallelism. Also, even the current largest levels have less than 10k entities, so simulation performance is not a bottleneck yet.
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Freeing slice without knowing it’s size
If you cannot inplace construct the slice-dst on heap and your slice is too large to be copied, then I think there are two solutions: - Using Box>, this adds another level of indirection but avoids the copying - Use an arena like slotmap, slab, generational_arena or concurrent_arena to store the Box<[u8]>. It still needs heap allocation, but it allocates in chunks, thus less fragmentation and performs better.
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Is there an abstract technical name for a map that generates its own keys??
I think this is less of a good fit though: the word "arena" doesn't imply iteration is possible to me. I think arenas also conventionally will reuse previously-released handles (unless you implement akin to a generational arena), so the term might be a bit misleading in that regard.
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Mutability with Arenas?
Might wanna check out https://github.com/fitzgen/generational-arena / https://github.com/ArnaudValensi/vec-tree/blob/master/tests/tests.rs.
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A new ProtoBuf generator for Go
This is far from the only arena allocator written in Rust.
From the same author, a zero-unsafe arena allocator: https://github.com/fitzgen/generational-arena
There are many, many arena implementations available with varying characteristics. It's disingenuous to act like Rust requires the author of an arena library to write "unsafe" everywhere.
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Automatic Struct of Array generation for Rust
If someone wants to adapt it to create computergames, then it would probably be useful to find a way to introduce generational generational indexes
What are some alternatives?
rust-phf - Compile time static maps for Rust
gapid - Graphics API Debugger
hashbrown - Rust port of Google's SwissTable hash map
vec-tree - A safe tree using an arena allocator that allows deletion without suffering from the ABA problem by using generational indices. https://docs.rs/vec-tree/0.1.0/vec_tree/
feel
goprotobuf - Go support for Google's protocol buffers
ocaml-multicore - Multicore OCaml
protobuf-go - Go support for Google's protocol buffers
moonfire-nvr - Moonfire NVR, a security camera network video recorder
pointer-utils - A collection of small utilities for working with pointer types in Rust.
substrate-open-working-groups - The Susbstrate Open Working Groups (SOWG) are community-based mechanisms to develop standards, specifications, implementations, guidelines or general initiatives in regards to the Substrate framework. It could, but not restricted to, lead to new Polkadot Standards Proposals. SOWG is meant as a place to find and track ongoing efforts and enable everybody with similar interests to join and contribute.
go - The Go programming language