We happen to write code for IoT stuff related to electricity, like car charging stations. Since hardware resources are usually sufficient, our main goal is not to save on every byte possible...
The cost of making a video game has increased over the years. Game development is becoming increasingly complex, the code base is getting larger as well. It's getting harder for developers to...
Welcome all developers and everyone who commiserate. Everyone commented their code at least once — that's for sure. Was it your code or someone else's? Were these comments useful? Or were they...
Related variables are one of the main problems of static analysis. This article covers this topic and describes how PVS-Studio developers are fighting false positives caused by...
The PVS-Studio static analyzer is constantly evolving. We enhance various mechanisms, integrate the analyzer with game engines, IDEs, CI/CD instruments, and other systems and services. A few...
"Use static analysis regularly, not just before releases... The earlier you find errors, the cheaper they are to fix..." You probably heard this a hundred times. Today we'll answer the...
Fun is fun, but extra caution never hurts anyone. What if it's not completely clear why some of the tips are terrible? Here you can find the relevant...
Some developers may be dismissive of checks: they deliberately do not check whether the malloc function allocated memory or not. Their reasoning is simple — they think that there will be...
Vulnerabilities produce enormous reputational and financial risks. That's why many companies are fascinated by security and desire to build a secure development life cycle (SSDLC). So, today...