In Chronicle-map
description it is said:
Chronicle Map provides in-memory access speeds, and supports ultra-low garbage collection. Chronicle Map can support the most demanding of applications.
What does supports ultra-low garbage collection actually stand for? Does it mean that the Chronicle map tries to allocate as few objects as possible in heap?
As far as I know, projects which have low latency requirements try to avoid unnecessary allocations, partly by using gc-free collections, partly by object pooling. One of them is avoiding unnecessary boxing/unboxing of the primitives. For example if you have a Map<Long, Entity>
, to avoid creating Long
objects, you can use map implementations based on value types, like TLongObjectMap<Value>
in trove
library.
Then it would make sense to make it possible to create chronicle-map
instance in such manner, using primitives as keys, for example. Is it possible? If not, are there any reasons behind not implementing this?