I'm not exactly sure why you think these things aren't achievable in C++ (and because they are achievable they are relatively straightforward to wrap in a way that they can be made generic while hiding the complexity so you can be done with it). I've even made variadic templates that fuse memory allocations together like Jai's proposed feature.
I've seen people who know C and seem forever hung up on it. It isn't really rationale these days now that there are C++11 compilers that are so mature. It's almost as if there are people who work in a constantly advancing field but don't want to learn anything new.
Thank you for the advise but what if I want to shrink one array that takes 200 MB of memory by 10MB and give it to another array that takes 50 MB of memory on a system with only 256 MB of memory?
> If you need different types of memory or aligned memory, make an allocator and use that.
std::array does not have allocators.
>I'm not exactly sure why you think these things aren't achievable in C++
I have no idea why you think so. I only used C++, assembly and various shader languages in every game I worked on. I did some C in drivers but I don't think it's a good language for games.
You can't possibly think memory allocation problems that are solved by custom allocators can be dismissed because std::array doesn't take an allocator when that it integral to the entire reason it exists. Are you trying to say that not only do you want aligned static memory but that there is nothing that exists that helps over a raw C array?