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articles/preparing_for_consoles.md

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@@ -47,7 +47,7 @@ Another way to make sure that everything is safe is to enable `<EnableTrimAnalyz
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Generating code at runtime is a scenario that is also not supported in AOT contexts, it is also forbidden by console manufacturers.
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Like reflection, trying to make a `PublishAot` build if a good way to verify that your game is compliant because any use of IL emit will crash.
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Like reflection, trying to make a `PublishAot` build is a good way to verify that your game is compliant because any use of IL emit will crash.
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## No use of dynamic assembly loading
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- Avoid allocating anything with the `new` keyword during your game loop, e.g. pre-allocate everything ahead of using them during gameplay.
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- Pool your dynamic objects, e.g. do not destroy your projectiles or particles, instead place them into another "unused" list and reuse them instead of creating new instances when needed.
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- Avoid using LINQ.
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- If you are using collections, initialize them with a large enough capacity to avoid their internal data structure bring silently recreated.
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- Mind your foreach loops, depending on the data your looping on, the loop might create garbage when duplicating an item. Or better yet, use a for loop for tigher control.
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- If you are using collections, initialize them with a large enough capacity to avoid their internal data structure being silently recreated.
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- Mind your foreach loops, depending on the data you are looping on, the loop might create garbage when duplicating an item. Or better yet, use a for loop for tigher control.
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## Do not rely on system calls
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