obviously no
Do those numbers also include any "contractors"? If not they are meaningless.
Let's remember that we are having this conversation in the context of this article. I know something about lazy data structures from my IOI days and I'm pretty sure I know about game development (altough admittedly…
>Avoid bugs related to mutable state. And generate a lot of overhead both in execution time and memory. Which is unacceptable in games where every ms counts. >Games tend to define update() functions which mutate some…
obviously no
Do those numbers also include any "contractors"? If not they are meaningless.
Let's remember that we are having this conversation in the context of this article. I know something about lazy data structures from my IOI days and I'm pretty sure I know about game development (altough admittedly…
>Avoid bugs related to mutable state. And generate a lot of overhead both in execution time and memory. Which is unacceptable in games where every ms counts. >Games tend to define update() functions which mutate some…