Let's give a spit-shine to our bolides and watch them navigate twists and turns of compiler optimizations using std::array as an example. Will they overtake a built-in array or fall...
The analysis of the TDengine project code using PVS-Studio reveals classic errors and typos. Developers could've avoided many of them if they had carefully designed the code in the first place...
Welcome to the second part of our Nau Engine trilogy, where we delve into key aspects of optimization and performance enhancement. Our goal is to discover issues that could impact the performance...
This is a second part of the story on how the C and C++ languages came to be as we know them today. Here, we'll cover the official certification of C and C++, as well as the tools released...
Several users have reported issues with the PVS-Studio plugin for Visual Studio version 17.12 and later, preventing the plugin to be run. In this post, we'll explain the issue and suggest...
This article begins a trilogy about the Nau Engine game engine. In the first part, we focus on its functionality and explore three categories of common errors: copy-paste errors, logic flaws...
In the world of video games, emulators have become a real boon for fans of classic projects. Among these, PPSSPP stands out as one of the most popular PlayStation Portable (PSP) emulators...
Your attention is invited to the complete list of e-book parts (12 parts out of 11) on undefined behavior. This is not a textbook, as it's intended for those who are already familiar with...
Do you want to stay ahead of the curve and start to use polymorphic allocators in your projects? Are you undeterred even by the cost of virtual calls? If so, it's time to talk about the nuances...
Your attention is invited to the final part of an e-book on undefined behavior. This is not a textbook, as it's intended for those who are already familiar with C++ programming. It's a kind of...