C++ is an extension of C language. C++ programming language is complex, but strongly preferred in today’s IT sector. You will come across some part of its codebase in generally every system or program. It is the first language developers interested in programming start with. You can learn it with ease as it is purely a concept-based language. The syntax is uncomplicated, so you can easily replicate its writing. Its use is regarded as a safe language due to its valuable features and security. People learn C++ because of several reasons –
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 .
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.
Perhaps every microcontroller software developer has heard about special coding standards to help improve the code security and portability. One of such standards is MISRA. In this article, we’ll take a closer look at what this standard is, its concept and how to use it in your projects.
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.