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).
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).