>>867966
Computing almost always involves a trade-off between being processing and memory. For instance in the 90s, when CPUs were too weak to render cutscenes in realtime or decode compressed audio formats in a game but the new CD-ROM medium offered much space, you had most of the CD's space filled with pre-rendered cutscenes and/or CD audio music. You traded memory to save on processing. Later when CPUs were more powerful, they rendered cutscenes and decoded compressed audio in realtime, and the space on the CDs was devoted to other games assets so the games themselves could be bigger. You traded processing to regain memory (in the form of space on the CD) for other purposes. That's just one example, but decisions about tradeoffs like these need to be made quite often (not as much as it used to be the case, but in situations like embedded sofware where both processing power and available memory is short, it's still very important).