I’m building a raytracer and allocations are indicative of a mistake (dynamic dispatch, accidental allocation, etc.) which degrades performance. Obviously the program as a whole will allocate memory but the actual render loop really should not. From my experience so far its fairly easy to screw up and accidentally cause things like dynamic dispatch (in some cases the reason can be pretty insidious, for instance a type annotation which is not specific enough). @code_warntype
works great but isn’t recursive. This makes locating the source of an allocation very painful.