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> From what I've seen, only games programmers go to the extremes of using
> obscure and elaborate low-level hackery to squeeze every last femtosecond
> of performance out of the machine. Other programmers usually don't have
> such ardent performance limits to worry about. (Usually.)
>
> Which is not to say that all codebases that aren't games are beautifully
> written... just that games typically have ludicrous performance
> requirements and insane release schedules.
Imagine writing software for an mp3 player or phone, not only do you have an
insane release schedule, you also need to fit in with the development teams
and testing schedules for the electronics and mechanical parts. It's not as
easy as you think, no mass-produced product has the luxury of weeks of spare
time to optmise.
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