Triedlooking up for this, but all the questions/answers I came across talk about the purpose of having 2 survivor spaces. I would like to understand the purpose of having survivor space in general. How does moving objects from Eden to Survivor benefit?
In general, splitting the heap ( be that generational or any other discriminator ), was seen as a rather good thing, not all collectors follow that though ( Shenandoah is not such a collector for example ).
Why is that good thing? It takes time to scan the entire heap for alive Objects. How do you tell your garbage collector - "time to run now". When is that time? You could say : run after every 100-th allocated Object. Is that too soon? ( what if the size of these objects is only a tiny fraction of the heap ) or worse : is it too late? What if you say: trigger a collection at 65% of the heap occupancy ( G1 triggers a major collection at that percentage, among other possibilities, by default ). What if at that 65% you find out that the majority of Objects should have been collected a lot earlier, they have been staying in the heap for far too much time.
You can see that this becomes complicated fast. Things get worse when you understand that scanning the heap takes time, and the last thing you want is for you application to stall, when GC is running. But please also bear in mind that there are collectors that scan the heap concurently, so they don't have this problem ( Shenandoah, ZGC or C4 ).
If you could separate the heap, you could scan only a portion of it, thus taking little time. People call them "minor" collections. Some collectors thus divide the heap in "young" and "old", this separation comes on the premises of "infant mortality" : young objects die fast. Thus, if you do this separation + young objects die soon, you can scan only a certain portion of the heap and in the majority of cases only deal with that. This also simplifies the answer of : when a GC is supposed to run? When young is full, of course.
And now to your direct point: why is a Survivor needed, at all. Let's assume it isn't there. The first GC cycle happens ( young region is full, let's call it Eden to be exact), what happens next? GC needs to tell what is alive there, move it to "old generation", clear Eden and start allocating again. Second cycle comes in and does the same thing and so on, until GC says : "old generation if full, I can't move anymore". This is the place where an famous "old generation" happens. It's usually costly.
But we do know about "infant mortality" here. We do know that the second and third GC cycle moved some objects to the old generation that would have been collected at the fourth phase. This opportunity was missed. As such : Survivor space. It keeps objects in there for "a little longer" then a single GC cycle ( called survivor age ), knowing that in the nearest future this will become garbage. Thus, no need to scan the old often, only scan and take care of a smaller portion of the heap (Eden and Survivor ). As to why there are two Survivor spaces, its a separate question...
In reality, latest GCs don't need that. They found a way to scan the heap concurently, while your application is running, so they don't have these spaces. The premises of young death still exists, and some GC algorithms might use that; now or in the future.
Survivor Space is a project of CeaseFirePA to provide a place for survivors of gun violence to tell the stories of their loved ones, lost to gun violence, and tell those in power what they need from them. CeaseFirePA conducted a series of audio interviews with survivors so that you can hear from them in their own words. If you have a survivor story, please consider sharing it with us and others..
Recent and ongoing changes to statutes of limitations (SOLs) are opening up new rights for some survivors of child sexual abuse. Understanding SOLs, the civil litigation process, and state-specific laws can enable survivors to know and access their rights.
SurvivorSpace is home to information and resources related to child sexual abuse. It includes self-care and resiliency strategies for survivors, information about state Statues of Limitations, survivor stories, tips for loved ones of survivors, and news stories. SurvivorSpace is informed by survivors, for survivors.
For many survivors, deciding to learn more about child sexual abuse, disclosing the abuse, and/or pursuing civil litigation can be empowering and meaningful. Decisions like these are often difficult. SurvivorSpace offers resources and self-care and resiliency tips informed by survivors, for survivors.
Was your parent/caregiver: a) Often or very often pushed, grabbed, slapped or had something thrown at them? or b) Sometimes, often, or very often kicked, bitten, hit with a fist, or hit with something hard? or c) Ever repeatedly hit over at least a few minutes or threatened with a gun or knife?
The SurvivorSpace App is now available to download on Google Play and the App Store! Users can now stay connected with the SurvivorSpace community while on the go. Sign up for your free account today!
The quiz score is based on ten types of childhood trauma measured in the original ACEs study.
Five are personal: physical abuse, verbal abuse, sexual abuse, physical neglect, and emotional neglect.
Genetic factors also play a role, in that some children are predisposed to be more sensitive to adversity than others. And the most common factor among children who show resilience is at least one stable and responsive relationship with a supportive adult.
The ACEs quiz is a helpful tool for raising awareness about the potential impact of ACEs, on both an individual and community level. When we know more, we can do more. Understanding how trauma has long-lasting impacts is a key part of healing and, most importantly, prevention.
I tried to use the most efficient workflow depending on the use case. The pixel art style allowed me to create assets fast, but for the bigger sprites I used Blender because I knew that I need to iterate a lot over the look and doing all of it by hand would drive me crazy.
Godot offers HTML5 export and almost from day 1 of development I offered my game to test via browser. This made it easy for people to try it without any effort, which led to early feedback for me (nobody wants to download a bloody ZIP and starts an EXE from a random internet dude). Playing the game without any barriers was also good for the translators to check how their translation feels in the game.
I wanted physical interaction between enemies, bullets, and asteroids and instead of faking it, I used real physics bodies for all of them. This is less performant than using simple sprites with some custom movement logic and leads to the fact, that I can not display as many enemies as a Vampire Survivors can.
I was surprised how awesome reddit works for gathering feedback. You can try generic sub-reddits like r/PlayMyGame or go into a sub-reddit of your game-niche (in my case r/survivorslikes). Some people played my game and wrote long and super useful feedback!
My most successful post was a little marketing stunt where I pretended that my game was shown on the Las Vegas Sphere. The problem: Coming up with ideas like that is not easy, and making a video likes this costs a lot of time.
I think my community is the only reason why my game gathered positive reviews quickly, was a little success. They bought the game (sometimes even several times), they wrote reviews, and they told others about the game.
The revelation last week that tiny eight-legged animals survived exposure to the harsh environment of space on an Earth-orbiting mission is further support for the idea that simple life forms could travel between planets.
This idea, called panspermia, is not new. It holds that the seeds of life are everywhere, and that microbial life on Earth could have traveled here from Mars or even from another star system, and then evolved into the plethora of species seen today. In essence, we may all be Martians.
In various forms, the panspermia concept was discussed among scientists in the 1700s, again in the 1800s, and then notably when Sir Fed Hoyle and Chandra Wickramasinghe popularized it about 30 years ago. Mainstream scientists often dismissed the hypothesis, however, even into the 1990s.
And the incredible survival tale of the tiny tardigrades, also called water bears, is a dramatic reminder that life can survive space travel. The dot-sized invertebrate creatures endured 10 days of exposure, and upon return to Earth, scientists found that even some of those exposed to solar radiation had made it through. Though it had already been shown that single-celled organisms could survive space, tardigrades are eight-legged animals on a different branch of the tree of life than microbes.
"It is an exciting result that seems to support the idea that life forms could be exchanged between planets such as Earth and Mars," said David Morrison, an astrobiologist at NASA's Ames Research Center.
"Mars had a stable crust 4.5 billion years ago, at a time when Earth was still in the throes of recovery from the moon-forming impact," said Jay Melosh of the Lunar and Planetary Lab at the University of Arizona. "So conditions on Mars were conducive to the origin of life long before those on Earth."
Melosh explains what might have happened next: "Once life began on Mars, the Late Heavy Bombardment [lots of big rocks crashed into Earth and Mars about 4 billion years ago] would have provided abundant means of transport for the Mars-Earth diaspora. Given Mars' current very hostile surface environment, I would not be surprised if it petered out later (maybe some life still persists in the subsurface, living off the chemical and energetic gleanings from Mars' still-active volcanism).
Researchers figure we've sent plenty of microbes to the moon and Mars, on spacecraft. But most don't think they stand much chance of surviving. Only below the surface of Mars, where an Earth organism would find protection from radiation and where there might be liquid water, is colonization a potentially serious risk, they say.
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