remember that CPU-based multidimensional arrays must also perform address translation to look up values in the underlying 1D array. In fact, the GPU's texture-addressing hardware actually helps
(Roots include the saved register contents of the processor's running mutator threads, the object references on the threads' stacks and the object references visible to those threads through static fields of the program). The objects thus retained are often referred to as “gray” and the ...
Conclusion and other useful LLVM tidbits - This chapter wraps up the series by talking about potential ways to extend the language, but also includes a bunch of pointers to info about "special topics" like adding garbage collection support, exceptions, debugging, support for "spaghetti stacks", ...