I will being streaming "Cache Invalidation Isn't Hard" at http://twitch.tv/handmade_hero shortly. The topic of this lecture will be that cache invalidation isn't hard, and will include discussions on cache invalidation and it's not-being-hard-ness.
That's pretty much it. The first one is trivial, the second one is impossible. There is an optimization concern, which is to say that you could _make_ cache invalidation hare by trying to make approximation functions. But even that isn't that hard, it's just harder than trivial.
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Understanding that it's impossible is helpful because it allows to forget about trying to do it and instead adjust the design of the system in different ways. For example, I was previously thinking about how to make text rendering not slow. [1/n]
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I thought the way to do it is to cache the texture that results from rendering a string (input is pointer + length). But clearly that is not cachable because the string can change and you can't really detect the change easily. [2/n]
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