Bfd3 Core Library May 2026

| Operation | STL (std::vector) | Bfd3 core library | Improvement | |------------------------------------|-------------------|------------------|-------------| | 1M int insert at back | 12.3 ms | 11.1 ms | 9% | | 100k small string push (FixedString)| 45.2 ms (string) | 8.4 ms | 438% | | Multi-producer queue throughput | 8.2M ops/sec (mutex) | 24.5M ops/sec | 199% | | Arena allocation (1M blocks) | 345 ms (new/delete) | 87 ms | 296% |

This pattern is a game-changer for per-frame allocations in games or message processing in servers. Unlike STL containers that own their elements, intrusive containers require the element type to embed the linking pointers. This allows an object to belong to multiple containers simultaneously and avoids separate heap allocations for nodes. Bfd3 core library

🚫 Pitfall 1: Forgetting Intrusive Container Node Lifetime If an object with an intrusive list node is destroyed while still in a list, the list's next/prev pointers become dangling. Always remove before destruction. 🚫 Pitfall 2: Mixing Allocators Memory allocated from bfd3::MemoryArena must not be freed with delete . Use the arena's own reset mechanism. ✅ Best Practice: Use RAII Wrappers Even with custom memory, encapsulate allocations in small scope-bound objects. | Operation | STL (std::vector) | Bfd3 core

// Thread 2 (consumer) Event ev; while (eventBus.pop(ev)) dispatch(ev); 🚫 Pitfall 1: Forgetting Intrusive Container Node Lifetime

return 0; Custom Deleter with Memory Pools Combine intrusive containers with pool allocators for zero-fragmentation dynamic objects.