Note: None of this is implemented.

As the previous page illustrated, arena regions offer the best performance. However, a global arena never frees any allocated memory until the program finishes. This means memory waste and determinism worsen steadily the longer a program runs.

Dynamic arenas offer a nice solution to this problem. A dynamic arena may be created at any time, used to allocate a bunch of temporary objects, and then destroyed soon after, when we have no further need for any of those objects. Short-lived arenas offer the same performance advantage, but dramatically improve determinism and memory efficiency.

A versatile dynamic arena is one that:

The last two requirements create an interesting challenge: how do we allow both dynamic arenas and their object references to roam freely across scopes, while still ensuring memory safety? It would be bad to use a reference to access any object after the arena holding that object has vanished.

To protect against this, references may roam wherever they will, but may only be used when we know the arena is still alive. Let's walk through how to make this happen.