Maybe they didn't catch your eye, but in the preceding chapters we have already seen some examples of performance improvements that can be achieved in real life systems, such as the following:
- Decreasing locking granularity in Windows' kernel scheduler in Chapter 5, An In-depth Guide to Concurrency and Multithreading
- Replacing a game engine's data structures with more efficient and cache-friendly ones in Chapter 4, Using Data Structures and Algorithms Efficiently
- Using Data-Oriented Design (DOD) to reimplement a CSS animation system in Chapter 4, Using Data Structures and Algorithms Efficiently
- Flattening data structures in a game, also in Chapter 4, Using Data Structures and Algorithms Efficiently
We won't go over them again here – just turn back a couple of pages and reread the appropriate subsections.
As we move on in this book, we...