<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Optimization on Scholion</title><link>https://scholion.thluiz.com/tags/optimization/</link><description>Recent content in Optimization on Scholion</description><generator>Hugo -- gohugo.io</generator><language>pt-BR</language><copyright>© 2026</copyright><lastBuildDate>Tue, 06 Oct 2026 04:20:06 +0100</lastBuildDate><atom:link href="https://scholion.thluiz.com/tags/optimization/index.xml" rel="self" type="application/rss+xml"/><item><title>Writing Fast, Memory-Efficient JavaScript</title><link>https://scholion.thluiz.com/notes/writing-fast-memory-efficient-javascript/</link><pubDate>Tue, 06 Nov 2012 11:22:28 -0300</pubDate><guid>https://scholion.thluiz.com/notes/writing-fast-memory-efficient-javascript/</guid><description>The article explains how V8 and garbage collection affect JavaScript performance, then gives practical rules for objects, arrays, closures, timers, DOM work, benchmarking, profiling, and leak detection.</description></item><item><title>Coding tricks of game developers</title><link>https://scholion.thluiz.com/notes/coding-tricks-of-game-developers/</link><pubDate>Sat, 17 Mar 2012 03:36:50 -0300</pubDate><guid>https://scholion.thluiz.com/notes/coding-tricks-of-game-developers/</guid><description>A collection of game-dev anecdotes about deadline pressure, memory and performance hacks, and pragmatic workarounds that kept projects moving when shipping was close.</description></item></channel></rss>