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Re:C++ patterns for low-latency applications including high-... by bostik on Tuesday July 09, 2024 @01:43AM (#40912847)
> fewer or no allocations

Quite fitting in a thread about HFT that has already referenced game development as a parallel universe of similar techniques.

In the feature phone era, mobile phone games were written in Java (well, a subset: Java EE). Practically all games followed the same memory management strategy. They allocated the memory they needed during the early initialisation, and then never again during the actual runtime of the game. That was the only way to retain even a semblance of performance.

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