C++ Is Faster and Safer Than Rust: Benchmarked by Yandex

Author: Roman Proskuryakov

Spoiler: C++ is not faster or slower – that’s not the point, actually. This article continues our good tradition of busting myths about the Rust language shared by some big-name Russian companies.

The previous article of this series is titled “Go is faster than Rust: benchmarked by Mail.Ru (RU)“. Not so long ago, I tried to lure my coworker, a C-programmer from another department, to Rust. But I failed because – I’m quoting him:

In 2019, I was at the C++ CoreHard conference, where I attended Anton @antoshkka Polukhin’s talk about the indispensable C++. According to him, Rust is a young language, and it’s not that fast and even not that safe.

Anton Polukhin is a representative of Russia at the C++ Standardization Committee and an author of several accepted proposals to the C++ standard. He is indeed a prominent figure and authority on everything C++ related. But his talk had a few critical factual errors regarding Rust. Let’s see what they are.

The part of Anton’s presentation (RU) that we are particularly interested in is 13:00 through 22:35 .

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Zero, one, two, Freddy’s coming for you

This post continues the series of articles, which can well be called “horrors for developers”. This time it will also touch upon a typical pattern of typos related to the usage of numbers 0, 1, 2. The language you’re writing in doesn’t really matter: it can be C, C++, C#, or Java. If you’re using constants 0, 1, 2 or variables’ names contain these numbers, most likely, Freddie will come to visit you at night. Go on, read and don’t say we didn’t warn you.


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Static Analysis in Video Game Development: Top 10 Software Bugs

If you are a software developer working in the video game industry and wondering what else you could do to improve the quality of your product or make the development process easier and you don’t use static analysis – it’s just the right time to start doing so. You doubt that? OK, I’ll try to convince you. And if you are just looking to see what coding mistakes are common with video-game and game-engine developers, then you’re, again, at the right place: I have picked the most interesting ones for you.

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