I've heard that data placed in the C++ stack most likely appear in the CPU cache.
http://www.gamedev.net/topic/564817-stack-and-cache-question-optimizing-sw-in-c/#entry4617168
"The stack is the most efficient place to store data because the same range of memory addresses is reused again and again."
Due to implied order of operations, most frequently accessed data on stack is almost certainly always in L1 cache.
Is this true?
I mean, is it really better to try to store frequently accessed data in stack, than in heap?
The exact implementation of the C++ Standard is an implementation detail: it varies from compiler to compiler, from platform to platform, etc...
Now, even though you could in theory use a split stack for C++, major implementations use a contiguous segment of memory (of varying size).
This contiguity and frequent reuse do indeed easily reap the benefits of caches, however it is not a panacea either. Actually, you can also create artificial scenarios for cache bounces: if your L1 cache is small (32k ?) and has 2-ways associativity, then you can easily craft a scenario that requires accessing the L2 cache. Just use a 64k array on your stack (it's small enough not to blow it up), and then access data at 0, 16k, 32k, and 48k repeatedly in a loop: it should trigger lots of evictions and requires fetches from L2 cache.
So, it is not really that the stack itself is so cache-friendly, but rather than its usage is predictable and well-known. You could reap the same cache benefits with a custom-made allocator (though allocation would be slightly slower).
On the other hand, there are other advantages and disadvantages to using the stack:
So in the end I would be wary of deciding between stack and heap solely based on potential cache behavior.