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Re:Why I Write Games in C (yes, C) by correct_horse on Saturday September 21, 2019 @06:39PM (#21038334)
C's free() gives memory back to the operating system(1), whereas, as a performance optimization, many GCd languages don't give memory back after they run a garbage collection (see https://stackoverflow.com/questions/324499/java-still-uses-s...). Every Python program is using a "custom allocator," only it is built in to the Python runtime. You may argue that this is a dishonest use of the term custom allocator, but custom is difficult to define (It could be defined as any allocator used in only one project, but that definition has multiple problems). The way I see it, there are allocators that free to the OS and those that don't or usually don't (hereafter referred to as custom). In C, a custom allocator conceivably could be built into, say, a game engine. You might call ge_free(ptr) which would signal to the custom allocator that chunk of memory is available and ge_malloc() would use the first biggest chunk of internally allocated memory, calling normal malloc() if necessary. Custom allocators in C are a bit more than just semantics, and affect performance (for allocation-heavy code). Furthermore, they are distinct from GC, as they can work with allocate/free semantics, rather than allocate/forget (standard GC) semantics. Yes, one could technically change any GCd language to use a custom allocator written by one's self. But Python can't use allocate/free semantics (so don't expect any speedup). Python code never attempts manual memory management, (i.e. 3rd party functions allocate on the heap all the time without calling free()) because that is how Python is supposed to work. To use manual memory management semantics in Python, you would need to rewrite every Python method with a string or any user defined type in it to properly free.

(1) malloc implementations generally allocate a page at a time and give the page back to the OS when all objects in the page are gone. ptr = malloc(1); malloc(1); free(ptr); doesn't give the single allocated page back to the OS.

Re:Why I Write Games in C (yes, C) by takeda on Saturday September 21, 2019 @09:02PM (#21038958)
Python is a bad example to talk about gc, because it uses different garbage collector than most of languages. It is also the primary reason why getting rid of GIL and retaing performance is so hard. Python uses reference counters and as soon as the reference count drops to 0 it immediately frees the object, so in a way it is more predictable. It has also a traditional GC and I guess that's what was mentioned you can disable it. The reason for it is that reference count won't free memory of there is a loop (e.g. object A references B and B references A, in that case both have reference count 1 even though nothing is using them), do that's where the traditional GC steps in.
Re:Why I Write Games in C (yes, C) by ncmncm on Sunday September 22, 2019 @03:50AM (#21040181)
Freeing memory to the OS causes TLB cache stalls in all other threads in the process.

If the program runs for any length of time, it will probably need the same memory again, so freeing it is a pessimization.

Standard C library free() implementations very, very rarely free memory back to the OS.

Re:Why I Write Games in C (yes, C) by angry_octet on Saturday September 21, 2019 @11:25PM (#21039461)
It's not a performance optimisation not to give space back. GCs could easily give space back after a GC if they know a range (bigger than a page) is empty, it's just that they rarely know it is empty unless they GC everything, and even then there is likely to be a few bytes used. Hence the various experiments with generational GC, to try to deal with fragmentation.

Many C/C++ allocators don't release to the OS often or ever.