sgcl
lobster
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sgcl
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Garbage Collection for Systems Programmers
The SGCL repository contains the source code for this benchmark that uses the tracked pointers: https://github.com/pebal/sgcl/blob/main/examples/treap/treap...
- SGCL: A real-time Garbage Collector for C++
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Boehm Garbage Collector
You can look at the SGCL garbage collector for C++: https://github.com/pebal/sgcl. It works in a separate thread, is locks-free and never stops the world.
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The missing C++ smart pointer
It will never be called gc_ptr because C++ programmers have an allergy to the term GC. However, an attempt was made to implement a similar solution. Take a look at tracked_ptr: https://github.com/pebal/sgcl
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Boehm-Demers-Weiser Garbage Collector
SGCL is a real-time garbage collector for C++ without any pauses.
https://github.com/pebal/sgcl
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Now the C++ removed garbage collector support, is it still possible the have a global garbage collector in a C++ application?
Removed GC support was useless. You can have GC pointers in C++.
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The Year of C++ Successor Languages
Mutators are threads that allocate memory and manipulate pointers, they can work completely independently of the GC. A mutator needs only to tag an object when copies or moves a pointer to this object. The GC detects this tag and marks the object as alive. Here is a working implementation for C++: https://github.com/pebal/sgcl
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Optimizing Concurrent Mark&Sweep latency? What are the ways?
I don't know Rust but you can have a pauseless GC in C++. You just need to provide asynchronous access to root pointers.
- SGCL: Real-time garbage collector for C++
lobster
- The Lobster Programming Language
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The Neat Programming Language
I think lobster does this.
"Compile time reference counting / lifetime analysis / borrow checker."[1]
"Reference Counting with cycle detection at exit, 95% of reference count ops removed at compile time thanks to lifetime analysis."[1]
[1] https://strlen.com/lobster/
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Why does Rust need humans to tell it how long a variable’s lifetime is?
There is another language, Lobster, that uses lifetime analysis like Rust, but IIUC infers lifetimes completely automatically. It looks like the idea is still experimental - I'm interested to see how it goes.
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What are some must have built-in modules in your opinion/experience?
I think the ability to open a window and do graphical stuff is actually pretty underrated in core language functionality. There's a few game-oriented programming languages like Lobster that put windowing and graphics in the core language functionality, and I think it's pretty neat. The biggest downside is that it's a lot to bite off, because you'll probably want to have standardized API functionality for a whole host of things like font rendering, image loading, etc.
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Minetest: An open source voxel game engine
The actual game itself, yes. Based on this open source project though which provides the language its written in and core engine tech: https://github.com/aardappel/lobster
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Plane - FOSS and self-hosted JIRA replacement. This new project has been useful for many folks, sharing it here too.
I'm keeping an eye on Lobster though. It fixes most of Python's problems. It's way faster, has proper static typing, the import system is sane, etc.
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Using a borrow checker to track mutable refs in a GCed FP language?
Lobster (https://strlen.com/lobster/) appears to at least do lifetime analysis to reduce refcounting. I'm not sure about automatic interior mutability. I feel like there's a keyword here that can help find other compilers with similar features.
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What would make you try a new language?
Also, can I introduce you to https://strlen.com/lobster/, a garbage collected language made for game development by (and primarily for) the one and only Wouter "aardappel" van Oortmerssen?
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In a custom typed imperative programming language, what should the compiler do next, after resolving variable references?
I would like to make it work to some degree like Rust with a borrow checker, and have optional static typing (with type inference wherever it can). Other sources of inspiration, lobster lang, and dart. It is going to (eventually...) compile to several places like dart (browser, iOS, android, linux, etc.). After I've created the AST, I've gone straight to code generation, because that's the easy part IME. But now have to insert the "middle" and do typechecking/borrowchecking/inference/other checking. This is for an imperative-style language.
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Features you've removed from your lang? Why did you put them in, why did you take them out?
Over the ~12 years of Lobster (https://strlen.com/lobster/) 's existence, features that were removed (in this order): * Lexical scoping. * Icon style backtracking. * Small-talk like syntax. * Dynamic Typing. * Multimethods. * Frame based state (like FRP). * Co-routines.
What are some alternatives?
rune - Rune is a programming language developed to test ideas for improving security and efficiency.
cakelisp - Metaprogrammable, hot-reloadable, no-GC language for high perf programs (especially games), with seamless C/C++ interop
valuable - A C++ smart-pointer with value-semantics 💎
treesheets - TreeSheets : Free Form Data Organizer (see strlen.com/treesheets)
gcpp - Experimental deferred and unordered destruction library for C++
language-ext - C# functional language extensions - a base class library for functional programming
nottinygc - Higher-performance allocator for TinyGo WASI apps
mun - Source code for the Mun language and runtime.
kit - not-in-progress compiler for Windows/Linux/macOS
swift - The Swift Programming Language
bdwgc - The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (bdwgc, also known as bdw-gc, boehm-gc, libgc)
cligen - Nim library to infer/generate command-line-interfaces / option / argument parsing; Docs at