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I suppose if you're writing a Triple-A video game or real-time/firmware? (neither of which are "server")

Outside of those cases, Rob Pike has given some discussion on interior pointers and how it's possible to limit the amount of garbage generated: http://talks.golang.org/2012/splash.article#TOC_14. (along with the usual techniques, like object pools, used with good success in JavaScript and Android games).




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