Sooner or later, any developer working with C-like languages gets the idea of treating a two-dimensional array as a one-dimensional one. The reasons vary, but the result is usually the same. In...
Get ready for code smells, classic errors, and typos when checking the TDengine project using PVS-Studio. Much of this is avoidable if we design code carefully from the beginning, keep the...
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...