> Dealing with OOM everywhere is complicated enough, but I think the
>>> exception part makes it even more difficult to get right.
>>>
>>
...Incidentally, I still think OOM shouldn't be catchable, just as a matter
of sane language behavior. It's too likely to re-fail during catch/finally
blocks.

Luke, we changed this for gamedev users, right? Do we still need it? Could
we offer an asynchronous OOM-reporting mechanism instead?

-j
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