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> The Shapes are kept in a statically allocated array [...] Can’t fail to allocate, can’t be leaked, no fluff. Lovely. The 100 shape limit wasn’t limiting in practice. With very little time to optimize the renderer, the framerate would drop before you even got to 100 shapes.

That's the best example of avoiding premature optimization I've seen in a while.



I think this is the opposite. It's avoiding premature abstraction/generalization.


But finding abstractions and generalizations optimizes scratching that itch inside our heads


Best example of those who do vs. those who sit around bickering over HOW to do.




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