Agreed. I have never seen any coder able to do it, no matter how much experience or chops they have.
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That makes me a bit sad, still have C/C++ as a goal to add to my list of languages I code in.
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Replying to @vastidity @richgel999 and
Don't let statistics like this stop you. C and C++ are both very valuable tools. Always select the best tool for the job at hand. When static and dynamic analysis tools are used to analyze your code in these languages, these types of errors can be virtually eliminated.
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Replying to @codeofthedamned @richgel999 and
Good to know, what are the common analysis tools that are used?
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Replying to @vastidity @richgel999 and
Valgrind is the most common dynamic analysis tool used to find unreleased memory, double-frees, and use after free type situations. There are a ton of static analysis tools, commonly called linters. Lint was one of the first, 1978. I've used coverity, klocwork, pvs studio.
1 reply 1 retweet 7 likes -
Replying to @codeofthedamned @richgel999 and
Excellent, very good to know about these in advance
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Replying to @vastidity @richgel999 and
And keep in mind, you can develop great applications without these tools. Once you get a feel for the language, introduce one of these tools and it will help identify things you could improve on while you're still learning. These will help develop good habits.
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Replying to @codeofthedamned @vastidity and
At Valve I was around when they ported Source 1 games to Linux. The number of mem related issues was astounding. TF2 crashed so much on players they had to only record a fraction of the crashes (so the crash logging server wouldn’t die from the load).
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Replying to @richgel999 @codeofthedamned and
Its been a while, but I remember valgrind being very slow. So slow that on large complex codebases it wasn’t that useful. After the port and all the fixes the reliability of TF2 went up greatly.
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Replying to @richgel999 @codeofthedamned and
At least with TF2, the players didn’t seem to care much about the crashes. Nobody really cared once these issues were fixed, either. The dev who did the work was very proud but it wasn’t seen as high value work, sadly.
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Yeah, I'm obviously invested in Rust but I do think "I just don't care about memory safety that much" is a perfectly reasonable position, depending on what you're working on. It all depends on what your needs are.
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