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{{Main article|How the Nasal GC works}} | {{Main article|How the Nasal GC works}} | ||
{{Stub}} | {{Stub}} | ||
== Background == | |||
FlightGear is an open-source flight simulator that includes built-in scripting support using the Nasal programming language. Nasal is a dynamic language that uses automatic memory management, which means that it manages the allocation and deallocation of memory automatically. Over the last two decades, Nasal has become an essential part of FlightGear, and its use has grown significantly, with many subsystems and features depending on Nasal scripts to function properly. | FlightGear is an open-source flight simulator that includes built-in scripting support using the Nasal programming language. Nasal is a dynamic language that uses automatic memory management, which means that it manages the allocation and deallocation of memory automatically. Over the last two decades, Nasal has become an essential part of FlightGear, and its use has grown significantly, with many subsystems and features depending on Nasal scripts to function properly. | ||
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Overall, Nasal has become an important part of FlightGear, and its use has grown significantly over time. Many of the simulator's most complex and advanced features rely on Nasal scripting, and the continued development of FlightGear's addon framework is likely to result in even more use of Nasal in the future. | Overall, Nasal has become an important part of FlightGear, and its use has grown significantly over time. Many of the simulator's most complex and advanced features rely on Nasal scripting, and the continued development of FlightGear's addon framework is likely to result in even more use of Nasal in the future. | ||
=== Problem === | |||
Over the years, Nasal has received criticism for its garbage collection implementation, as it has been linked to performance issues in FlightGear. However, this criticism ignores the fact that Nasal is just one part of the FlightGear system, and that other subsystems have also contributed to performance issues and resource leaks in the past. | Over the years, Nasal has received criticism for its garbage collection implementation, as it has been linked to performance issues in FlightGear. However, this criticism ignores the fact that Nasal is just one part of the FlightGear system, and that other subsystems have also contributed to performance issues and resource leaks in the past. | ||
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Rather than replacing Nasal entirely, a better solution would be to re-architect FlightGear to address these underlying issues. This would involve changing the way that subsystems are executed, potentially using a different approach to multitasking. | Rather than replacing Nasal entirely, a better solution would be to re-architect FlightGear to address these underlying issues. This would involve changing the way that subsystems are executed, potentially using a different approach to multitasking. | ||
=== Understanding GC internals === | |||
Additionally, it would be beneficial to improve the garbage collection mechanism itself, to provide better diagnostics and metrics at runtime. This would allow end-users to more easily understand if certain issues are related to Nasal or the garbage collector, and to troubleshoot and debug performance problems more effectively. | Additionally, it would be beneficial to improve the garbage collection mechanism itself, to provide better diagnostics and metrics at runtime. This would allow end-users to more easily understand if certain issues are related to Nasal or the garbage collector, and to troubleshoot and debug performance problems more effectively. | ||
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Overall, the non-deterministic execution of the garbage collector in FlightGear can make it difficult to reproduce and debug issues related to its performance and behavior. This can be a challenge for script developers and end-users, and it may require careful use of profilers | Overall, the non-deterministic execution of the garbage collector in FlightGear can make it difficult to reproduce and debug issues related to its performance and behavior. This can be a challenge for script developers and end-users, and it may require careful use of profilers | ||
=== Frame Spacing and Latency === | |||
In a visual application like a flight simulator, the frame rate and frame latency are critical for providing a smooth and immersive experience for the end-user. In FlightGear, which uses the Nasal scripting language with a mark/sweep garbage collector, there is a potential for performance issues and stuttering due to the way the garbage collector is triggered and the way subsystems are updated. | In a visual application like a flight simulator, the frame rate and frame latency are critical for providing a smooth and immersive experience for the end-user. In FlightGear, which uses the Nasal scripting language with a mark/sweep garbage collector, there is a potential for performance issues and stuttering due to the way the garbage collector is triggered and the way subsystems are updated. | ||
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Garbage collection is a common approach to automatic memory management in programming languages. In a garbage collector, the runtime system automatically identifies which objects are no longer in use by the program and reclaims the memory used by those objects. This can help prevent memory leaks and make it easier for programmers to manage memory in their programs. | Garbage collection is a common approach to automatic memory management in programming languages. In a garbage collector, the runtime system automatically identifies which objects are no longer in use by the program and reclaims the memory used by those objects. This can help prevent memory leaks and make it easier for programmers to manage memory in their programs. | ||
=== Nasal in FlightGear === | |||
The mark/sweep collector is one type of garbage collector. It works by first "marking" all objects that are currently in use by the program, then "sweeping" through memory and reclaiming any objects that were not marked. This can help prevent memory leaks, but it can also cause performance issues because the mark/sweep process can be expensive in terms of computational time and can cause stuttering or non-deterministic behavior in the program. | The mark/sweep collector is one type of garbage collector. It works by first "marking" all objects that are currently in use by the program, then "sweeping" through memory and reclaiming any objects that were not marked. This can help prevent memory leaks, but it can also cause performance issues because the mark/sweep process can be expensive in terms of computational time and can cause stuttering or non-deterministic behavior in the program. | ||