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This doesn't mean that you shouldn't *think* about performance up-front.
For instance, in RPG programs, [the bottleneck is] *
probably* going to be I/O-related or due to repeated memory
(re)allocations or 'communications' (especially if web- or
socket-related) and not in the code itself, unless you're
doing crazy bad loops...
Too often, Knuth et al. are invoked and result in bad code being written,
on the theory of "Let's get it done and then worry about making it fast".
And then there's no time/money to fix any performance-related issues...
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