Now that I think about it, when you delete an object in C++ you have to rely that it's not being used somewhere else or it will crash, so that aspect is no different than GC. I guess the main thing is that if there's a pointer bug in my program somewhere, I want it to be caught as an error, rather than strange in-game behavior due to objects remaining longer than they should.
In MaXML, I think my main problem was circular references made it such a pain to delete anything. For example, nodes reference documents, and documents reference nodes. To delete a document, you can't just set your variable reference to Null, you have to additionally tell the document to clean itself up, which was somewhat tedious to get working right.
But since FlameDuck says there are better garbage collection methods than BlitzMax's, maybe GC isn't that bad after all. In this case, my only concern would be speed.
Edit: This is an interesting quote from the .NET :
http://msdn2.microsoft.com/en-us/library/ms994405.aspx
In MaXML, I think my main problem was circular references made it such a pain to delete anything. For example, nodes reference documents, and documents reference nodes. To delete a document, you can't just set your variable reference to Null, you have to additionally tell the document to clean itself up, which was somewhat tedious to get working right.
But since FlameDuck says there are better garbage collection methods than BlitzMax's, maybe GC isn't that bad after all. In this case, my only concern would be speed.
Edit: This is an interesting quote from the .NET :
"You may not disclose the results of any benchmark test of the .NET Framework component of the OS Components to any third party without Microsoft's prior written approval."
http://msdn2.microsoft.com/en-us/library/ms994405.aspx