If you use static analyzers, you will have, sooner or later, to address the task of making their integration into existing projects easier, where fixing all warnings on legacy code is unfeasible.
The purpose of this article is not to help with integration but rather to elaborate on the technicalities of the process: the exact implementations of warning suppression mechanisms and pros and cons of each approach.
Static code analysis is most effective when changing a project, as errors are always more difficult to fix in the future than at an early stage. We continue expanding the options for using PVS-Studio in continuous development systems. This time, we'll show you how to configure pull request analysis using self-hosted agents in Microsoft Azure DevOps, using the example of the Minetest game.
Do you like GitLab and don't like bugs? Do you want to improve the quality of your source code? Then you've come to the right place. Today we will tell you how to configure the PVS-Studio C# analyzer for checking merge requests. Enjoy the reading and have a nice unicorn mood.
One of the most relevant scenarios for using the PVS-Studio analyzer is its integration into CI systems. Even though a project analysis by PVS-Studio can already be embedded with just a few commands into almost any continuous integration system, we continue to make this process even more convenient. PVS-Studio now supports converting the analyzer output to the TeamCity format-TeamCity Inspections Type. Let's see how it works.
The American company Electronic Arts Inc (EA) has opened the source code of the games Command & Conquer: Tiberian Dawn and Command & Conquer: Red Alert publicly available. Several dozen errors were detected in the source code using the PVS-Studio analyzer, so, please, welcome the continuation of found defects review.
Not so long ago, a landmark event has happened: PVS-Studio appeared in Compiler Explorer! Now you can quickly and easily analyze the code for errors right on the godbolt.org site (Compiler Explorer). This feature opens up a large number of new possibilities – from quenching curiosity about the analyzer's abilities to being able to quickly share check results with a friend. This article will cover the topic on how to use these features. Caution – large GIFs!
ABBYY has recently opened the source code of their NeoML framework. Someone suggested that we check this library with PVS-Studio. We liked the idea and got down to work without further delay. This article won't take long to read because the project has proved to be pretty high-quality :).
When developing the PVS-Studio static analyzer, we try to develop it in various directions. Thus, our team is working on plugins for the IDE (Visual Studio, Rider), improving integration with CI, and so on. Increasing the efficiency of project analysis under Unity is also one of our priority goals. We believe that static analysis will allow programmers using this game engine to improve the quality of their source code and simplify work on any projects. Therefore, we would like to increase the popularity of PVS-Studio among companies that develop under Unity. One of the first steps in implementing this idea was to write annotations for the methods defined in the engine. This allows a developer to control the correctness of the code related to calls of annotated methods.
It is easy to try a static code analyzer. But it requires skills to introduce it in the development of an old large project. If the approach is incorrect, the analyzer can add work, slow down development, and demotivate the team. Let's briefly discuss how to properly integrate static analysis into the development process and start using it as part of CI/CD.
2019 was a very busy year in terms of conferences. Our team could leave for whole weeks on business trips. As you know, the conference is perfect time to share knowledge. In addition to giving talks and telling many interesting things at our booth, we also learned a lot from communicating with conference participants and speakers. So at the Joker 2019 conference in fall, a talk from Dalia Abo Sheasha «Migrating beyond Java 8» inspired us to implement a new diagnostic rule that allows us to detect incompatibilities in the Java SE API between different versions of Java. This is what we will talk about.
The American company Electronic Arts Inc (EA) has made the source code of the games Command & Conquer: Tibetan Dawn and Command & Conquer: Red Alert publicly available. This code should help the game community to develop mods and maps, create custom units, and customize the gameplay logic. We all now have a unique opportunity to plunge into the history of development, which is very different from the modern one. Back then, there was no StackOverflow site, convenient code editors, or powerful compilers. Moreover, at that time, there were no static analyzers, and the first thing the community will face is hundreds of errors in the code. This is what the PVS-Studio team will help you with by pointing out the erroneous places.
PVS-Studio is a well-known static code analyzer that allows you to find a lot of tricky errors hidden in the source code. Beta testing of the new version has recently finished. It provides the possibility to analyze C# projects under Linux and macOS. The tool can also be integrated into the cross-platform IDE from JetBrains — Rider. This article will help you to get acquainted with these features using the example of checking the open source RavenDB project.
This time, the PVS-Studio team's attention was attracted by Ghidra, a big bad reverse-engineering framework allowing developers to analyze binary files and do horrible things to them. The most remarkable fact about it is not even that it's free and easily extensible with plugins but that it was developed and uploaded to GitHub for public access by NSA. On the one hand, you bet NSA has enough resources for keeping their code base clean. On the other hand, new contributors, who are not well familiar with it, may have accidentally introduced bugs that could stay unnoticed. So, we decided to feed the project to our static analyzer and see if it has any code issues.
This article coincides with the beta testing start of PVS-Studio C# for Linux, as well as the plugin for Rider. For such a wonderful reason, we checked the source code of the Nethermind product using these tools. This article will cover some distinguished and, in some cases, funny errors.
The #line directive is added by the preprocessor and can then be used to help the developer understand which file and line a particular code fragment in the preprocessed file refers to. The #line directive tells code-processing tools to change the compiler's internally stored line number and filename to a given line number and filename. Subsequent lines will be numbered relative to that position. Explicit preprocessing is mostly used for debugging or by various generators. In any case, a bug breaking this functionality may have a variety of negative effects. One of our users was faced with such a problem in Visual Studio 2019.
Rather, how to get down from it. But first things first. This article stands out a bit of the usual format of articles from PVS-Studio. We often write about checking other projects, but almost never lift the veil on our inner workings. It's time to rectify this omission and talk about how the analyzer is built from the inside. More precisely, about the most important of its parts — the syntax tree. The article will focus on the part of PVS-Studio that relates to the C and C++ languages.
Embox is a cross-platform, multi-tasking real-time operating system for embedded systems. It is designed to work with limited computing resources and allows you to run Linux-based applications on microcontrollers without using Linux itself. Certainly, the same as other applications, Embox couldn't escape from bugs. This article is devoted to the analysis of errors found in the code of the Embox project.
Due to a series of different events, the beginning of beta testing of the plugin for the Rider and C# analyzer for Linux / macOS was a little delayed. However, we are pleased to announce that this day has come — today we are launching the beta test.
Some time ago, somewhere on the Internet, I stumbled upon a physics engine called Newton Game Dynamics. Knowing that engine projects are usually big and complex, I decided to check its code with PVS-Studio for any interesting defects. I was especially enthusiastic about this one because my co-worker Andrey Karpov already checked it in 2014 and a second check would be a good opportunity to demonstrate our analyzer's evolution over the past six years. As of this writing, the latest version of Newton Game Dynamics is dated February 27, 2020, which means it has been actively developing for the past six years too. So, hopefully, this article will be interesting not only to us but to the engine's developers as well – and for them it's a chance to fix some bugs and improve their code.
The GCC compiler is written with copious use of macros. Another check of the GCC code using PVS-Studio once again confirms the opinion of our team that macros are evil in the flesh. Not only does the static analyzer struggle with reviewing such code, but also a developer. GCC developers are certainly used to the project and are well versed in it. Nonetheless, it is very difficult to understand something on the third hand. Actually, due to macros, it was not possible to fully perform code checking. However, the PVS-Studio analyzer, as always, showed that it can find errors even in compilers.