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  1. DOWNLOAD GAME 0 AD HOW TO
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  3. DOWNLOAD GAME 0 AD CODE
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Status sys_generate_random_bytes(u8* buf, size_t count) Now we'll look at the messy ways of using this macro. So, as you can see, the macro WARN_RETURN leads to the exit from the function body.

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I decided to consider jointly two bugs, as they relate to the resources leak and require showing what is a WARN_RETURN macro. Honestly, I don't quite understand what exactly was supposed to be written here.

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In this case the correct code should be as follows: segments.erase(segments.end() - 1) Īlthough, even such a simple variant could have been written: segments.pop_back() Perhaps, a developer wanted to remove the last element from the container. PVS-Studio warning: V783 CWE-119 Dereferencing of the invalid iterator 'segments.end()' might take place. The code obviously contains a logical error.ĬmpRallyPointRenderer::MergeVisibilitySegments( Thus, the value of the variable nbNeighb will never reach the value greater than 1. Therefore, if the variable nbNeighb is incremented, then the loop will be stopped. Look below and you'll see the operator break that interrupts the execution of the loop. Why is the condition nbNeighb >= 2 always false? In the body of the loop there is an increment of the nbNeighb variable! WaterManager.cpp 581Īt a first glance the analyzer message seems strange. PVS-Studio warning: V547 CWE-570 Expression 'nbNeighb >= 2' is always false. void WaterManager::CreateWaveMeshes()ĬoastalPointsSet.erase(xx + yy*SideSize) Ĭhain.push_back(CoastalPoint(indexx,CVector2D(xx*2,yy*2))) Ĭhain.push_front(CoastalPoint(indexx,CVector2D(xx*2,yy*2))) Actually, it is not complicated, but we'll have to get acquainted with a large fragment of code. Let's start with considering a complex error.

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For small projects and individual developers, we have a free license option: How to use PVS-Studio for free. We position PVS-Studio as a B2B solution.

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I suggest trying to download the demo version, and test the projects you are working on. To do the analysis, I used the PVS-Studio analyzer version 6.24. Let's now look at 19 bugs that I found in the game. Unfortunately, the larger the project, the faster its complexity is growing and density of errors increases nonlinearly ( more info). authors - well done! However, for the sake of fairness it should be noted that the small amount of code written in C++ works in authors' favor. PVS-Studio detects 0.71 errors per 1000 lines of code in it. On the other hand, we can take for example the library Core EFL Libraries, which I thoroughly analyzed and counted the number of defects. In fact, the density of errors was even greater there, I just haven't found enough energy to review carefully the whole report.

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Let's calculate the density of errors: 19*1000/165000 = 0.115.įor simplicity, we will round up and will assume that the PVS-Studio analyzer detects 0.1 error per 1000 lines of code in the game's code.Ī great result! For comparison, in my recent article about Android I figured out I discovered at least 0.25 errors per 1000 lines of code. So, I found 19 errors per 165000 lines of code. However, this does not change the whole picture. Maybe I skipped something, considering the bug as harmless sloppy code. I'll consider all these error later in this article. The number of warnings issued by the analyzer was small and having reviewed them all I wrote down 19 errors. The total number of nonblank lines of code is 231270. As I have already said, although PVS-Studio finds not all errors, despite this, you can safely speak about the connection between the density of errors and code quality in general.Ī few numbers. I mean, of course, not all errors, but those that can be detected with the help of PVS-Studio. Well done, I seldom meet such low density of errors. I would like to compliment the authors of 0 A.D. After the question "Why this project?" he answered: "I just played this game, a good real-time strategy". I asked my colleague Egor Bredikhin to choose and check for me a small open source project, which I could investigate in between my other tasks. As at summer 2018, the project is at the state of alpha-version. The game lets controlling civilizations that existed between 500 BC - 1 BC. is a free, open-source real-time strategy game of ancient warfare, developed by a community of volunteers (Wildfire Games unites a team of main developers).







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