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Assorted Rants Tagged ‘C/C++’, page 2:

C++ for Games: Performance. Allocations and Data Locality

Abstract: “Allocations and related lack of spatial locality can be DAMN EXPENSIVE”
Quote: “During the times of Ancient Gamers (also known as times of Atari, ZX Spectrum, and Commodore64), CPUs were running at clock speed of a single-MHz (and one operation usually took several clocks). At the same time, memory run at about the speed comparable to that of CPUs.”
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If they wrote it in a book, it MUST BE GOOD CODE!
Or
How many mistakes can fit into 100 lines of book tutorial code? Part 2

Abstract: There are books and there are books. Some of the books can be trusted. Some are to be avoided.
Quote: “While the detection of pointer parameter being NULL is almost universally a good idea, having it silently ignored might lead to difficult-to-find bugs.”
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If they wrote it in a book, it MUST BE GOOD CODE!
Or
How many mistakes can fit into 100 lines of book tutorial code. Part 1

Quote: “Throwing away 1400 bytes for no reason for every single network message is an outrageous waste”
Another Quote: “Having this kind of stuff in your code is like having a time bomb: it will explode, and for any sizeable project if will usually happen sooner rather than later (unless, of course, “later” is the worst possible time for the explosion to happen)”
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