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> But do non-framrate limited games and regular apps need ref-count GC? I suggest no, they do not.

Practically the first piece of advice usually given when someone asks "how do I make my Android app non-laggy" is to avoid allocation wherever possible; even a single frame drop due to a GC pause when the user is scrolling a list, say, can be noticeable.



Android's GC is not optimal/best of breed. ART is introducing much lower pause times for Android AFAIK.

Low pause GC is possible. See http://openjdk.java.net/jeps/189 or Zing/Azul (absolutely pauseless GC or so they claim)


Azul C4 uses a custom kernel extension. It's not really a general purpose GC for user-level apps. (There are kernel-extension-free variations of it, but they suffer from reduced throughput over the HotSpot GC.)


That's true, but for a mobile device, you can control the kernel, it it may be, from a user experience point of view, that reducing pause latency is better than high throughput. I dunno, has anyone ever considered using Azul-like tricks on mobile kernels? Does ARM have the required HW to support it efficiently?

What's FirefoxOS doing for it's GC?




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