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I remember another article where the main developer set aside a big chunk of memory right when they started coding. When they had issues fitting everything in memory shortly before the deadline, he deleted this chunk and had no issue to deliver the project.

I think this is something we should do more today. Defining a memory budget, and staying inside.



There was a story about a year ago of someone mentioning something similar, where they recommend always having a 10 GB blank file on their server.

This save them multiple times when issues arose later relating to space availability, even for updating things, etc.


I remember it as being for "disk full" conditions when everything came to a crawl, because log files could no longer be written either.


> I think this is something we should do more today. Defining a memory budget, and staying inside.

It's fun to think about, but I am not sure if it's the right tradeoff for most projects?


Maybe this is the article you're thinking of (pretty sure it was first published by Gamasutra): https://www.gamedeveloper.com/programming/dirty-coding-trick... (see The Programming Antihero)


Gamasutra IS Game Developer now, they rebranded recently.

https://www.gamasutra.com/view/news/387227/Gamasutra_is_beco...


>The enemy of art is the absence of limitations.

—Attributed to Orson Welles (<https://quoteinvestigator.com/2014/05/24/art-limit/>)




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