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About audioboy77

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  1. audioboy77

    BlindMindStudios JIT-Compiler and AS 2.3

    Ok thanks for the info.  I dont know anything about writing a JIT compiler, or the backend of AS in general, so Im not sure trying to fix it myself would be a good idea. Perhaps some of the more experienced users from the community might want to tackle this...? heres hoping
  2. Hi   Is it possible to use the JIT compiler  with AngelScript 2.3?  Sadly the blindmindstudios jit has not been updated since one year...   Anyone know if this is still in active development?   Thanks   James  
  3. audioboy77

    Iterate through objects in Context ?

    Thanks for the info.   Both solutions make sense and I had already considered them, i just wondered if there was a direct way to get the created objects from the context itself.   FYI following a redesign, it will be no longer be an issue anyway.  Instead of passing the window to the script, the app will now rather call a script function requesting the script to create a tree of widgets, which the app will then attach to the window.  Something like UI_Object @ OnCreateObject().  So the app now just needs to release that one object when no longer needed.   @ Tzarls: its a custom UI library.  
  4. audioboy77

    Iterate through objects in Context ?

    Hi   Is it possible to iterate through the objects created in a particular context via the c++ interface?  I would like to be able to do this, as on a script completion, I have the situation that some objects have not been destroyed.    My specific situation is that i am writing a scripting layer onto our UI library.  This will allow creation of UI widgets and attaching them to the window's widget-tree.  However, in our UI lib, attaching them to the widget tree also retains them.  Therefore, they still exist when the script exits.  This is desired in some cases, but I would like in some cases to be able to detach any widgets created from the script on script exit (without the script-writer needing to care about it)   I couldnt see a way to do this in the docs, so I guess its not possible but thought id ask anyway (and at least make a feature request from it).   Also, a question about strings: So far I have registered strings as a value type, is it possible to register them as a object type?   Thanks
  5. Following on from some questions I asked in this thread:   http://www.gamedev.net/topic/663007-yet-another-performance-comparison-as-vs-small/   I have searched in the manual, but there is one thing that I still can't clarify:  For reference based objects, will the destructor (if registered) be called immediately after the final Release call, or will it be called via the garbage collector?  In other words does the garbage collector just do the memory freeing, or does it also do the object destruction?   Thanks
  6. audioboy77

    Yet another performance comparison (AS vs Small)

      Hi Andreas   Thanks for the reply.   Yes I'm thinking like a C++ developer :)    Ok I will turn of GC and then call the cleanup manually, as you say this will probably have a minimal overhead, and I assume in practice will be fine for our needs.  But thanks for considering the suggested flag!   I will check the manual again, and look forward to getting productive with AngelScript Thanks   James
  7. audioboy77

    Yet another performance comparison (AS vs Small)

    Ok I see.  Well FWIW, for our needs It would be fine if circular references would result in memory leaks, and are considered the script programmers fault and responsibility.  I assume AC could easily reported these errors at shutdown of the script engine, to provide feedback of their occurrence.  (Of course they wouldn't be true leaks, as the memory would be released when the engine is deleted.)   Obviously I mean as an optional compiler flag (which basically would be the "Release on destruction" flag and no GC).
  8. audioboy77

    Yet another performance comparison (AS vs Small)

      I guess that assumes that malloc and free are non-blocking, which Im not sure but I have always assumed that they are not (as it would be very difficult to write allocators, which are non-blocking, at least fast ones using linked lists for example)
  9. audioboy77

    Yet another performance comparison (AS vs Small)

    I have been studying the AngelScript docs and so far was very impressed and was planning to integrate it into our codebase next year, it looks pretty perfect for our needs.   However, the talk about the garbage collection and its impliations however raised some concerns.   Basically, I dont understand why garbage collection is really neccesary at all, given that all objects are either stack based, or reference counted.  Like Ziomau, I also assumed that the memory used by the reference-counted objects would be released when they are destructed (ie on the last Release call which sets the retain count to 0).    We use reference counting heavily in our code base (for realtime audio applications) and this approach never causes problems, as our design ensures that objects are never actually destroyed in the realtime threads, as we ensure that the very last Release call will always be made in the main thread.  (But just to clarify, localised / without a global "garbage" list, hence avoiding the known drawbacks of that).   Would it not make sense to have a compiler flag to release memory on object destruction instead of using a garbage collector at all?  Then it is more in the applications / script writers control.   I think the global garbage list also implies that objects created on additional threads will always be deleted in the main thread (assuming the garbage collector runs on the main thread).   Is this correct?  I would have to check, but this is also likely to cause issues for us.   Does that make sense or am I missing something?  Any further insight into how the garbage collection works would be helpful.
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