```lua
local t = { x = 1, y = 2, z = 3 }
```
Reason: The table constructor creates and fills the table in one step, while assigning fields after `{}` does extra work.


```lua
local function FastRandom(t)
    local n = #t
    if n == 0 then return nil end
    return t[math.random(n)]
end
```
Reason: For a sequential array, `#t` plus direct indexing avoids the extra work `table.Random` does to handle non-sequential tables.


```lua
local y = x * x
```
Reason: `x * x` avoids function-call overhead and is the fastest simple way to square a number in Lua.


Uses ipairs but still allocates via player.GetAll() each time.

```lua
for _, ply in ipairs(player.GetAll()) do
    -- visit ply here
end
```
Reason: `player.GetAll()` returns an array-like list of connected players, so `ipairs` visits each one in order.