faced with all the reports in the game code. I triaged it by hitting the
classes of reports that I worried most about, and ignored the bulk of the
reports that were more stylistic or potential concerns.Trying to retrofit a
substantial codebase to be clean at maximum levels in PC-Lint is probably
futile. I did some "green field" programming where I slavishly made every picky
lint comment go away, but it is more of an adjustment than most experienced CC++
programmers are going to want to FIFA Coins
I still need to spend some time trying to determine the right set of warnings
to enable to let us get the most benefit from PC-Lint.DiscussionI learned a lot
going through this process. I fear that some of it may not be easily
transferable, that without personally going through hundreds of Cheap Revelation Online Imperial Coins time and getting that sinking feeling in the pit of your stomach
over and over again, "we're doing OK" or "it's not so bad" will be the default
responses.The first step is fully admitting
the code you write is riddled with errors. That is a bitter pill to swallow
for a lot of people, but without it, most suggestions for change will be viewed
with irritation or outright hostility. You have to want criticism of your
code.Automation is necessary. It is common to take a sort of smug satisfaction
in reports of colossal failures of automatic systems, but for every failure of
automation, the failures of humans are legion. Exhortations to "write better
code" plans for more code reviews,
programming, and so on just don't cut it, especially in an environment with
dozens of programmers under a lot of time pressure. The value in catching even
the small subset of errors that are tractable to static analysis every single
time is huge.I noticed that each time PVS-Studio was updated, it found something
in our codebase with the new rules. This seems to imply that if you have a large
enough codebase, any class of error that is syntactically legal probably exists
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