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= Explicit loading order and reset support =
= Explicit loading order and reset support =
See [http://flightgear.org/forums/viewtopic.php?f=30&t=19487].
See [http://flightgear.org/forums/viewtopic.php?f=30&t=19487].
= Improve the garbage collector =
As of 06/2012, a new incremental Nasal GC is being worked on [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37579.html]:
I have been working on a 4-color incremental mark/sweep collector with
the intention of merging it into the Nasal interpreter.
The work so far can be found at http://github.com/chrisforbes/incgc;
There's still quite a lot to do, but the path is clear.
Also see: [[How the Nasal GC works]]
Year: 2011-2012
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg33190.html
'''Problem:''' Nasal has a garbage collection problem. One solution to it is - we avoid
Nasal code wherever possible and try to hard-code everything. But Nasal
crops up on a lot of places - complex aircraft such as the Concorde come
to my mind, interactive AI models, lots of really nifty and useful
applications... - so instead of fixing things in a lot of places, one
could also think about it the other way and fix just one thing, i.e. the
garbage collection such that it doesn't hit a single frame. I fully well
realize that dragging out complicated operations across many frames while
everything else keeps changing is at least an order of magnitude more
complicated (about 1/3 of Local Weather deal with precisely that
problem...) - but I don't believe it can't be done at all. It sort of bugs
me a bit that somehow the fault is always supposed to be in using Nasal...
I think it's great if we have a discussion where the issues are placed on
the table to give everyone the change to learn and understand more, and
then reasonably decide what to do. Nasal has advantages and disadvantages,
so has C++, sometimes accessibility and safety are worth a factor 3
performance (to me at least), sometimes not.  But I don't really want to
discuss dogmatics where 'truth' is a priori clear. There is a case for
having high-level routines in Nasal, there's a case to be made to switch
low level workhorses to C++ - and there's always the question of what is
the most efficient way of doing something. But I'm clearly not considering
Nasal-based systems immature or experimental per se.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg31918.html
As discussed in "Stuttering at 1 Hz rate" we now know that regular and
unpleasant stuttering is caused by Nasals garbage collector.
So I thought about possibilities to improve it.
What if we could decouple the following function as a separate thread, so
that it runs *asynchronously* from the main thread?
This way it would not interfere (or much less) with the main thread and our
fps would be more consistent.
This is the function causing the jitter:
In "simgear/nasal/gc.c"
static void garbageCollect()
The thread will need to share some of the global variables from the main
thread.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg31919.html
I'm not an expert in nasal garbage collection, but I think the problem is
that garbage collection is not something we can divide up into chunks (which
is essentially what threading would do.)  In addition, threading adds a lot
of potential order dependent bugs.
In the case of nasal, I believe the garbage collection pass must be done in
a single atomic step, otherwise it would leave the heap in
an inconsistent state and adversely affect the scripts.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg31637.html
I don't know much about our Nasal implementation, but I suspect that
the garbage collector could be changed to trace only a portion of
Nasal's heap at each invocation, at the risk of increased memory use.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg31921.html
There are algorithms for incremental and/or concurrent and/or parallel
garbage collection out there. They most likely not easy to implement and
as far as I have seen so far would require (at least for concurrent and
/or parallel GC) all writes of pointers to the Nasal heap (and possibly
reads) to be redirected via wrapper functions (also known as
(GC) read/write barriers).
This will not be an easy task but in my opinion it would be a promising
option. It might be possible to use a GC module from a GPL:d Java vm or
similar.
Btw, just running the normal (mutually exclusive) Nasal GC in another
thread than the main loop is not hard - but since it is mutually exclusive
to executing Nasal functions it doesn't help much when it comes to
reducing the worst case latency.
The small changes needed to add a separate GC thread are available here:
http://www.gidenstam.org/FlightGear/misc/test/sg-gc-2.diff
http://www.gidenstam.org/FlightGear/misc/test/fg-gc-1.diff
Also, I had a brief look at exactly which Nasal timers caused a jitter.
And the winner is...
... well, any. Any Nasal timer, even if it's almost empty, will every
now and then consume a much larger amount of time than normal.
Seems to be a general issue with the Nasal execution engine: could be
triggered by Nasal's garbage collector, which every now and then needs
to do extra work - and runs within the context of a normal Nasal call.
It could also be a result of Nasal's critical sections: other threads
may acquire a temporary lock to alter Nasal data structures - which may
block the execution of Nasal timers at certain points. Hmm... Best
practices for debugging a multi-threaded program anyone? :)
Concerning the frequency of the jitter: I guess it isn't related to the
FDM at all. It's probably just a result of Nasal complexity. The more
Nasal code is running, the more often/likely garbage collection /
blocking may occur. Frame rate may also influce it: many Nasal timers
run at delay 0 (in every update loop).
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37308.htmla
A significant part of Nasal-related frame rate impact is
caused by garbage collection. Its delay/jitter only depends on the
number of Nasal objects and their references which need to be searched.
Increasing the number of Nasal objects (code+data) existing in memory
also increases the delay.
The amount of Nasal code which is actually being executed only
influences the g/c frequency, i.e. whether the effect is visible every
few seconds vs several times per second.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37310.html
I did look at incremental GC for Nasal last year, but couldn't find a 'simple
enough' generational algorithm. Still happy for someone else to try - the Nasal
GC interface is very clean and self-contained, so quite easy to experiment with
different GC schemes.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37338.html
But as I said, I think really  the GC needs to be addressed. There's only so
much hacking around the actual problem one can do.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37338.html
Right, a problem is that I've possibly studied all Nasal documentation I could
get without finding any reference of the GC problem - that was only transmitted
to me much later. I think you'll find that most Nasal users are not aware of
any such problems, because it's not documented anywhere. It doesn't help so
much if you are aware of it.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37338.html
the current GC is bad, and big Nasal shows this while small Nasal doesn't.
URL: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37338.html
We have an implementation of Nasal which dumps all the GC into a single frame
and is apparently sensitive to the total amount of code, regardless if the code
is actually run or not. This fact has historically not been widely advertized
or explained. That turns out to be a problem.
The way this usually comes across is 'Advanced Weather causes stutter'. But it
actually doesn't really (or at least that remains to be shown) - what causes
stutter is mainly the GC, and Advanced Weather just happens to trigger this.
The range of suggested solutions in the past included almost everything, from
avoiding Nasal to porting code to Nasal to hacking around the problem to
loading things on-demand - except fixing the actual cause of the problems.
I don't honestly know how complex code to collect garbage across many frames
is, but somehow I doubt that in terms of man-hours the effort beats porting the
existing large-scale Nasal codes to C++. Just my 2 cents in any case.
== Separate GC implementations ==
* [http://engineering.twitter.com/search?q=Garbage+Collector+ Ruby Enterprise Edition] - performance blog
* [http://www.hpl.hp.com/personal/Hans_Boehm/gc/ Boehm GC]
* [http://www.dekorte.com/projects/opensource/libgarbagecollector/ libgarbagecollector]
* [http://www.friday.com/bbum/2008/11/11/autozone-the-objective-c-garbage-collector/ AutoZone]
* http://mono-project.com/Generational_GC
* http://mono-project.com/Working_With_SGen
* http://www.mono-project.com/Compacting_GC
* http://www.utdallas.edu/~ramakrishnan/Projects/GC_for_C/index.htm


= Better debugging/development support =
= Better debugging/development support =

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