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@@ -327,6 +390,8 @@ As usual for microbenchmarks, take them with a grain of salt.
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This seems to be a totally acceptable overhead in most cases given the chances it has to detect issues.
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Any object containing the equivalent of two pointers will most likely see only a small decrease in performance for `push_back`.
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Compared to thread sanitizer, this is 5 to 30 times faster. Of course the detection level is way lower, but this is great as a smoketest since your code runs a lot during development.
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On games for which we tested the guards, less than 2% of regression in frame duration was observed. Which makes sense, since you do not (rather, should not) spend most of your time doing operations on containers.
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However, I would still recommend disabling the guards in production.
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@@ -13,6 +13,7 @@ As a bonus, we also get detection of memory use-after-free and corruption for fr
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- Teams working on real-time/legacy projects
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- Teams working with concurrency a lot
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- Especially with frequent onboarding of newcomers
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- Toolchain vendors that would like to propose a lighter version of ThreadSanitizer shadow algorithm
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# Goals/Features
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@@ -206,6 +207,8 @@ See [Benchmarks.md](Benchmarks.md)
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This seems to be a totally acceptable overhead in most cases given the chances it has to detect issues.
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Any object containing the equivalent of two pointers will most likely see only a small decrease in performance for `push_back`.
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Compared to thread sanitizer, this is 5 to 30 times faster. Of course the detection level is way lower, but this is great as a smoketest since your code runs a lot during development.
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On games for which we tested the guards, less than 2% of regression in frame duration was observed. Which makes sense, since you do not (rather, should not) spend most of your time doing operations on containers.
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However, I would still recommend disabling the guards in production.
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