[Haskell-cafe] Real-time garbage collection for Haskell

Peter Verswyvelen bugfact at gmail.com
Mon Mar 1 08:41:24 EST 2010

Sounds like we need to come up with some benchmarking programs so we
can measure the GC latency and soft-realtimeness...

PS: Regarding Haskell and games: the University of Utrecht teaches
Haskell in their brand new "game technology" course :-)

On Mon, Mar 1, 2010 at 1:04 AM, Luke Palmer <lrpalmer at gmail.com> wrote:
> On Sun, Feb 28, 2010 at 2:06 AM, Pavel Perikov <perikov at gmail.com> wrote:
>> Did you really seen 100ms pauses?! I never did extensive research on this but my numbers are rather in microseconds range (below 1ms). What causes such a long garbage collection? Lots of allocated and long-living objects?
> This is all hypothetical right now.  I heard some horror stories in
> which people had to switch to the main game loop in C++ and only do
> the AI logic in Haskell because of pauses.  I would rather not do
> that, especially because this project is *about* proving Haskell as a
> viable game development platform.  So I am trying to be prepared if I
> do see something like that, so that it doesn't put the show on hold
> for a few months.
> Presumably large, long-living objects would cause the generation 0
> collections to take a long time.  I am not sure if we will have any
> said objects, but we can't rule it out...
> Thanks for the positive reassurances, at least.  I'd like to hear from
> people with the opposite experience, if there are any.
> Luke
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