The Speed Game: Automated Trading Systems in C++
summary
Shows concrete claims, code and measurements: lists 1–10 µs typical C++ software path versus ~100 ns hardware/FPGA; explains BIOS/OS/network tuning, user‑space drivers, cache‑warming, memory pools and a variadic compile‑time logging/GitHub implementation; demonstrates a measurement rig with a fake exchange and packet‑timestamp measurement that matches market events to orders; reports real benchmarks (sort, GCC string changes) and failures like IPC cache thrashing so the optimizations are practical and validated rather than rhetorical.
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chapters (48)
- 0:00Introduction
- 0:34Overview
- 1:32About Carl
- 2:33General Performance
- 5:43Speed doesnt matter
- 5:59How fast is actually fast
- 10:05Low latency code
- 13:04Fast path
- 13:19High frequency trading
- 14:13Buy good servers
- 14:27Tuning
- 15:06Trading Algorithms
- 16:43Changing Servers
- 19:36Heuristics
- 24:07System calls
- 24:43Buying more servers
- 25:22General considerations
- 25:57Standard vs CQ sort
- 26:44Google Benchmark
- 27:05Consecration
- 28:20Octave Area
- 29:24Memory Management
- 30:19Move
- 30:38Log Macro
- 32:11Copy Arc
- 33:19Smart Compilers
- 34:36Shortcircuiting
- 35:27Compiler assumptions
- 35:58Overflow check
- 37:04Floats
- 37:37Hardware Branch Predictor
- 39:14Error Control
- 40:27Exceptions
- 41:27Hot Path
- 41:55clang
- 44:25lambda functions
- 46:14GCC 5 is faster
- 47:04Boom Boom Link
- 48:33User Space
- 49:40Concurrency
- 49:54Multithreading
- 50:11Measurement
- 50:37What do we do
- 52:19Observer effect
- 53:30Cache warming
- 54:44Inplace function
- 55:53Summary
- 57:27Questions
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