Один из лучших способов снизить количество багов в играх – это показывать программистам, как не стоит писать код. В своём докладе я соберу самые вкусные и необычные ошибки, которые удалось найти в C++ и C# коде таких игр, как VVVVVV, Space Engineers, Command & Conquer, osu! и даже Doom. Я уверен, что каждый из слушателей обязательно узнает для себя что-то новое. В конце концов, это просто приятно – лично увидеть ошибки из кода знакомой и любимой игры!
The Source SDK is a software development kit compiled by Valve Corporation that is used to create games or mods for the Source engine. I downloaded and checked the project's source codes at the end of 2013 already and intended to write an article about it during the New Year holidays. But laziness prevailed over the craving for creativity, and I sat down to writing the article only on getting back to work. However, I doubt that the source codes have changed during this time. Now you are welcome to have a look at the suspicious code fragments found in the project code by the PVS-Studio code analyzer.
Our new blog post featuring some common python programming patterns and their C++ equivalents is now up!
Leave us a comment below and let us know what you'd like to see covered in our future posts!
█ Read More
Technical Insights: Introduction to GraphQL|goo.gl/d7PyXH
The X-Ray Engine is a game engine, used in the S.T.A.L.K.E.R. game series. Its code was made public in September 16 2014, and since then, STALKER fans continue its development. A large project size, and a huge number of bugs in the games, gives us a wonderful chance to show what PVS-Studio is capable of.
Slides for the Cluj.py meetup where we explored the inner workings of CPython, the reference implementation of Python. Includes examples of writing a C extension to Python, and introduces Cython - ultimately the sanest way of writing C extensions.
Also check out the code samples on GitHub: https://github.com/trustyou/meetups/tree/master/python-c
The Source SDK is a software development kit compiled by Valve Corporation that is used to create games or mods for the Source engine. I downloaded and checked the project's source codes at the end of 2013 already and intended to write an article about it during the New Year holidays. But laziness prevailed over the craving for creativity, and I sat down to writing the article only on getting back to work. However, I doubt that the source codes have changed during this time. Now you are welcome to have a look at the suspicious code fragments found in the project code by the PVS-Studio code analyzer.
Our new blog post featuring some common python programming patterns and their C++ equivalents is now up!
Leave us a comment below and let us know what you'd like to see covered in our future posts!
█ Read More
Technical Insights: Introduction to GraphQL|goo.gl/d7PyXH
The X-Ray Engine is a game engine, used in the S.T.A.L.K.E.R. game series. Its code was made public in September 16 2014, and since then, STALKER fans continue its development. A large project size, and a huge number of bugs in the games, gives us a wonderful chance to show what PVS-Studio is capable of.
Slides for the Cluj.py meetup where we explored the inner workings of CPython, the reference implementation of Python. Includes examples of writing a C extension to Python, and introduces Cython - ultimately the sanest way of writing C extensions.
Also check out the code samples on GitHub: https://github.com/trustyou/meetups/tree/master/python-c
Oxygine 2 d objects,events,debug and resourcescorehard_by
Доклад будет посвящен созданию/удалению и взаимодействию игровых объектах, о стандартных и кастомизированных смартпоинтерах. Какими вещами пользоваться чтобы получить debug информацию о том что происходит в игре. Будут приведены примеры шаблонов игрового проектирования. Несколько слов о интересных редакторах игровых ресурсов: MapEditor.com, Astralax.ru
KDE (abbreviation for K Desktop Environment) is a desktop environment primarily for Linux and other
UNIX-like operating systems. To put it simple, it's the thing which is responsible for the entire graphic
design. The environment is based on the cross-platform user interface development toolkit Qt. The
development is done by several hundreds of programmers throughout the world devoted to the idea of
free software. KDE offers a complete set of user environment applications that allows one to interact
with the operating system within the framework of a modern graphic interface. So let's see what KDE
has under the hood.
CONFidence 2015: DTrace + OSX = Fun - Andrzej Dyjak PROIDEA
Speaker: Andrzej Dyjak
Language: English
In recent years security industry started to grow fond of Apple’s iOS and OS X platforms. This talk will cover one of XNU's flagship debugging utilities: DTrace, a dynamic tracing framework for troubleshooting kernel and application problems on production systems in real time. It will be shown how it can be used in order to ease various tasks within the realm of dynamic binary analysis and beyond.
CONFidence: http://confidence.org.pl/
Presented at DevWeek (25th March 2015)
These days, testing is considered a sexy topic for programmers. Who’d have thought it? But what makes for good unit tests (GUTs)? There’s more to effective unit testing than just knowing the assertion syntax of a testing framework.
Testing represents a form of communication and, as such, it offers multiple levels and forms of feedback, not just basic defect detection. Effective unit testing requires an understanding of what forms of feedback and communication are offered by tests, and what styles encourage or discourage such qualities.
What style of test partitioning is most common, and yet scales poorly and is ineffective at properly expressing the behaviour of a class or component? What styles, tricks and tips can be used to make tests more specification-like and can scale as the codebase grows?
This session will address these questions and outline exactly what makes a good unit test.
SFO15-500: VIXL
Speaker: Amaury Le Leyzour
Date: September 25, 2015
★ Session Description ★
VIXL is dynamic code generation toolkit for ARMv8 that we hope will enable JIT creators to rapidly target the ARM instruction set.
Over the past few years we (the ARM JIT team) have worked on the code generators of many of the leading JIT compilers for the JavaScript and Java languages. During that time we built up a strong knowledge base on some of the pitfalls and time-sinks involved in creating a good JIT compiler backend. This led us to develop some tools to help improve our productivity. With ARM announcing the new Cortex-A range of processors supporting the AArch64 execution state we decided that we would focus our efforts on A64 tooling to enable developers to rapidly port programming language virtual machines for this new processor range. Soon after we decided to support Aarch32 as well.
This presentation will introduce you to what VIXL is, what’s new in VIXL and how to use it and take advantage of all its components that cover all the aspects of software development on ARM CPUs.
★ Resources ★
Video: https://www.youtube.com/watch?v=XxMTSO4clQY
Etherpad: pad.linaro.org/p/sfo15-500
Pathable: https://sfo15.pathable.com/meetings/303091
★ Event Details ★
Linaro Connect San Francisco 2015 - #SFO15
September 21-25, 2015
Hyatt Regency Hotel
http://www.linaro.org
http://connect.linaro.org
PVS-Studio for Linux Went on a Tour Around DisneyPVS-Studio
Recently we released a Linux version of PVS-Studio analyzer, which we had used before to check a number of open-source projects such as Chromium, GCC, LLVM (Clang), and others. Now this list includes several projects developed by Walt Disney Animation Studios for the community of virtual-reality developers. Let's see what bugs and defects the analyzer found in these projects.
Oxygine 2 d objects,events,debug and resourcescorehard_by
Доклад будет посвящен созданию/удалению и взаимодействию игровых объектах, о стандартных и кастомизированных смартпоинтерах. Какими вещами пользоваться чтобы получить debug информацию о том что происходит в игре. Будут приведены примеры шаблонов игрового проектирования. Несколько слов о интересных редакторах игровых ресурсов: MapEditor.com, Astralax.ru
KDE (abbreviation for K Desktop Environment) is a desktop environment primarily for Linux and other
UNIX-like operating systems. To put it simple, it's the thing which is responsible for the entire graphic
design. The environment is based on the cross-platform user interface development toolkit Qt. The
development is done by several hundreds of programmers throughout the world devoted to the idea of
free software. KDE offers a complete set of user environment applications that allows one to interact
with the operating system within the framework of a modern graphic interface. So let's see what KDE
has under the hood.
CONFidence 2015: DTrace + OSX = Fun - Andrzej Dyjak PROIDEA
Speaker: Andrzej Dyjak
Language: English
In recent years security industry started to grow fond of Apple’s iOS and OS X platforms. This talk will cover one of XNU's flagship debugging utilities: DTrace, a dynamic tracing framework for troubleshooting kernel and application problems on production systems in real time. It will be shown how it can be used in order to ease various tasks within the realm of dynamic binary analysis and beyond.
CONFidence: http://confidence.org.pl/
Presented at DevWeek (25th March 2015)
These days, testing is considered a sexy topic for programmers. Who’d have thought it? But what makes for good unit tests (GUTs)? There’s more to effective unit testing than just knowing the assertion syntax of a testing framework.
Testing represents a form of communication and, as such, it offers multiple levels and forms of feedback, not just basic defect detection. Effective unit testing requires an understanding of what forms of feedback and communication are offered by tests, and what styles encourage or discourage such qualities.
What style of test partitioning is most common, and yet scales poorly and is ineffective at properly expressing the behaviour of a class or component? What styles, tricks and tips can be used to make tests more specification-like and can scale as the codebase grows?
This session will address these questions and outline exactly what makes a good unit test.
SFO15-500: VIXL
Speaker: Amaury Le Leyzour
Date: September 25, 2015
★ Session Description ★
VIXL is dynamic code generation toolkit for ARMv8 that we hope will enable JIT creators to rapidly target the ARM instruction set.
Over the past few years we (the ARM JIT team) have worked on the code generators of many of the leading JIT compilers for the JavaScript and Java languages. During that time we built up a strong knowledge base on some of the pitfalls and time-sinks involved in creating a good JIT compiler backend. This led us to develop some tools to help improve our productivity. With ARM announcing the new Cortex-A range of processors supporting the AArch64 execution state we decided that we would focus our efforts on A64 tooling to enable developers to rapidly port programming language virtual machines for this new processor range. Soon after we decided to support Aarch32 as well.
This presentation will introduce you to what VIXL is, what’s new in VIXL and how to use it and take advantage of all its components that cover all the aspects of software development on ARM CPUs.
★ Resources ★
Video: https://www.youtube.com/watch?v=XxMTSO4clQY
Etherpad: pad.linaro.org/p/sfo15-500
Pathable: https://sfo15.pathable.com/meetings/303091
★ Event Details ★
Linaro Connect San Francisco 2015 - #SFO15
September 21-25, 2015
Hyatt Regency Hotel
http://www.linaro.org
http://connect.linaro.org
PVS-Studio for Linux Went on a Tour Around DisneyPVS-Studio
Recently we released a Linux version of PVS-Studio analyzer, which we had used before to check a number of open-source projects such as Chromium, GCC, LLVM (Clang), and others. Now this list includes several projects developed by Walt Disney Animation Studios for the community of virtual-reality developers. Let's see what bugs and defects the analyzer found in these projects.
PVS-Studio team experience: checking various open source projects, or mistake...Andrey Karpov
To let the world know about our product, we check open-source projects. By the moment we have checked 245 projects. A side effect: we found 9574 errors and notified the authors about them.
A Spin-off: CryEngine 3 SDK Checked with CppCatAndrey Karpov
We have finished a large comparison of the static code analyzers CppCat, Cppcheck, PVS-Studio and Visual Studio 2013's built-in analyzer. In the course of this investigation, we checked over 10 open-source projects. Some of them do deserve to be discussed specially. In today's article, I'll tell you about the results of the check of the CryEngine 3 SDK project.
Highlights a bunch of different Python tricks and tips - from the stupid to the awesome (and a bit of both).
See how to register a 'str'.decode('hail_mary') codec, call_functions[1, 2, 3] instead of call_functions(1, 2, 3), creating a "Clojure-like" threading syntax by overloading the pipe operator, create useful equality mocks by overloading the equality operator, ditch JSON for pySON and put together a tiny lisp based on Norvig's awesome article.
We have successfully created and continue developing PVS-Studio analyzer for C/C++ languages. Over the time, it became clear that many of the diagnostics that we have implemented are not related to a specific programming language, so we decided to apply our experience to another programming language, namely C#. In this article, we are talking about the analysis of Code Contracts project by Microsoft done by our C# analyzer
A better version can be found at https://app.box.com/s/8zuk8yd4x9m7rbvinkb0xztz17x6xoqj
This is the slide for a presentation at Golang Melbourne meetup.
This time it was the microcosm that brought us a few interesting bugs. We have checked the open-source project μManager with our analyzer PVS-Studio. This project is a software package for automated microscope image acquisition.
Analysis of Haiku Operating System (BeOS Family) by PVS-Studio. Part 1PVS-Studio
Operating systems are among the largest and most complicated software projects, and that means they perfectly suit the purpose of demonstrating static code analysis' capabilities. After the successful analysis of Linux Kernel, I felt inspired to try analyzing other open-source operating systems as well.
Good and Bad Code
The Broken Window Theory
The Grand Redesign in the Sky
The Sushi Chef Rule
The Hotel Room Rule
The Boy Scout Rule
OOP Patterns and Principles
SOLID Principles
How to measure clean code?
Tools
Basic c++ 11/14 for python programmersJen Yee Hong
A short list of some common python programming patterns and their C++ equivalents. This can help programmers learn C++ in a more efficient way if he or she already knows Python.
Part of this material is used for internal training of Appier Inc, one of the leading artificial intelligence company in Asia.
Thank Appier Inc. for allowing me to share this.
lldb kann mehr als nur einfache Breakpoints oder po. In dem Vortrag zeigt Oliver Bayer, wie sich mit Hilfe von lldb Programmcode zur Ausführungszeit manipulieren lässt, ohne das hierfür der Sourcecode anzupassen ist. Sei es, damit Test- oder Debugcode nicht in die produktiv App gelangt, oder weil der Sourcecode für einen Teil der App nicht vorliegt.
Event: macoun, 04.10.2019
Speaker: Oliver Bayer, inovex
Mehr Tech-Vorträge: inovex.de/vortraege
Mehr Tech-Artikel: inovex.de/blog
Analysis of the Ultimate Toolbox projectPVS-Studio
While testing the general analyzer included into PVS-Studio 4.00, we checked several open-source projects from the CodeProject site. One of those was Ultimate ToolBox.
Analysis of the Ultimate Toolbox projectPVS-Studio
While testing the general analyzer included into PVS-Studio 4.00, we checked several open-source projects from the CodeProject site. One of those was Ultimate ToolBox.
Top 10 bugs in C++ open source projects, checked in 2016PVS-Studio
While the world is discussing the 89th Ceremony of Oscar award and charts of actors and costumes, we've decided to write a review article about the IT-sphere. The article is going to cover the most interesting bugs, made in open source projects in 2016. This year was remarkable for our tool, as PVS-Studio has become available on Linux OS. The errors we present are hopefully, already fixed, but every reader can see how serious are the errors made by developers.
Similar to Самые вкусные баги из игрового кода: как ошибаются наши коллеги-программисты / Георгий Грибков (PVS-Studio) (20)
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
As "3D Audio" is rapidly becoming a sought out feature in games, it's no longer enough to just define a channel-based mix. The benefits of using Audio Objects quickly outshine having to squeeze all sounds into a fixed channel format, by delivering the best possible spatial precision no matter the output and can even be hardware accelerated with certain systems. In this talk, you'll get a quick introduction to the concept and benefits of Object-based Audio and then we'll go hands-on and create, edit and profile Audio Objects in Wwise.
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...DevGAMM Conference
GameDev community has very mixed feeling about hyper-casual in general
Some admire it, majority don't understand and hates it
3 years ago it was really strange market filled with questionable people, low-quality projects and a lot of hype
Years have passed, industry matured, adequate business ethics established
And most important, this is not about mobile anymore!
Almost every publisher have PC (Steam) or Console department right now
They are porting successful mobile hits to our favourite platforms
Combine it with very fast passed and data driven production cycles, opportunity to try different staff on monthly or even weekly basis and you get perfect environment to apply your passion of making great games and predictable financial conditions
In this talk we'll cover the complexities of the AI/ML landscape and what that means for independent studios. We'll look at tools for image, text, video, and multimedia and how these tools could be used to help smaller studios stand out in a competitive landscape. We'll also explore the potential legal and ethical ramifications of utilizing these tools and provide a roadmap for how to navigate this tumultuous ocean of technology
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...DevGAMM Conference
This session is jam-packed with valuable info. Explore the software that will make your life easier in PR, sales and other forms of outreach. Discover the latest software tools for finding emails, tracking replies, scheduling demos, and more. Explore AI-powered writing technology that will elevate your messaging. Leave with a wealth of options and practical tips to streamline your workflow and boost productivity
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...DevGAMM Conference
Explore the world of playable ads and their impact on mobile gaming advertising. In this presentation, I'll walk you through the pros and cons of playable ads, providing insight into how they perform and how they can be used to gain and retain users. I'll also walk you through the technical details of creating and testing playable ads, and provide tools and tips on how to maximize their impact.
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...DevGAMM Conference
Does managing an art team differ from managing any other team?
This speech is based on personal experience in managing an art team. It is a story about forging and sustaining a healthy and trusting atmosphere that allows artistic growth. It is about a collaborative team culture, clear communication, professional development, and alignment with project goals.
Discover how focusing on these areas has allowed us to create a space where personal goals can help achieve the project goals.
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)DevGAMM Conference
Join Jan Kuhlmann, Marketing Manager for Europe at Xsolla, as he shares his expertise on taking your game to new heights. Discover the power of incorporating payments and direct-to-consumer strategies, and learn how to effectively connect with players globally. With Xsolla's fully customizable solutions, you'll have the tools to tailor your game to your players' specific needs, resulting in increased revenue and profitability.
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)DevGAMM Conference
While CPI is rising and monetization is getting harder, mobile developers explore ways to leverage the full potential of in-app purchases. This session uncovers how to stand the competition by maximizing your in-app revenue with LiveOps at any stage of the product. You will get practical steps and real-life case studies from Balancy’s work with mobile game studios.
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...DevGAMM Conference
What will we talk about today? - What App Store Optimizationion - Main mistakes done in App Store Optimization - How to make ASO work for app succes - How to use keyword promotion in combination with ASO
How to increase wishlists & game sales from China? Growth marketing tactics &...DevGAMM Conference
Author draws from the experience of providing marketing services for 10 game development studios, the majority of which are PC developers. Presentation is divided into 3 parts: - Chinese social media & distribution platforms introduction - logic behind selected tactics - case study: games we worked on, actions taken & most effective practices
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)DevGAMM Conference
This time Zindhu's CEO will share more about Turkish gaming industry and its numbers. The salary ranges in Turkey, turn-over ratios, most popular reasons of turn-over and Game Studio insights diversified by genre, size and their performance
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...DevGAMM Conference
When scaling up creative production, one of the biggest headaches is ensuring consistent quality, managing a higher volume of iterations, onboarding and training new team members, and handling unexpected challenges. In this discussion, we will explore real-life case studies that provide strategies for streamlining the scaling process while prioritizing mental well-being and maintaining quality standards.
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...DevGAMM Conference
Are you struggling with LiveOps and can't seem to figure out what's going wrong? You're not the only one. In this talk, Alexander Devyaterikov, a game producer at Belka Games, will dive into the seven most common reasons why LiveOps isn't working and provide practical solutions to overcome these challenges.
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...DevGAMM Conference
In this talk, we'll explore the power of music collaborations and how they can help reach and engage gameindustries’ audience. With music and games being among the most popular entertainments among the youthful demographic, so they make a perfect match. We'll share real-life examples of how games are using music collabs to captivate players and drive success. From game soundtracks to in-game events, we'll show how to use music to connect with audience in meaningful ways and turn it into essential tool for every developer and publisher.
Branded Content: How to overcome players' immunity to advertising / Alex Brod...DevGAMM Conference
Branded content is the ultimate tool for building strong emotional connections with players. Alex Brodsky will share success stories and explain how to extend and deepen game titles with compelling storytelling. Learn how to communicate with existing and potential audiences at a new level.
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...DevGAMM Conference
Discover the story behind the impressive remastering of Chasm: The Rift, originally developed by Ukrainian developer Action Forms. In this talk, we unravel the challenges of reverse engineering, asset restoration, and game mechanic reconstruction. Learn how our team breathed new life into this cult classic, overcoming the absence of the original source code to create a captivating modern gaming experience. Witness video game preservation in action, as we celebrate and cherish digital heritage.
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...DevGAMM Conference
In the end of 2022 we hosted Midnight Show, a cinematic showcase event with announcements of our new projects. But before we started the broadcast, it was almost 2 years of preparations and development, two weeks of filming and lots of mistakes we made during production of this show and projects that were announced. In this talk Andrew, original author, director and producer of Midnight Show, will tell about its history and what you definitely shouldn't do if you come up with idea to make your own showcase event.
Developing Distributed High-performance Computing Capabilities of an Open Sci...Globus
COVID-19 had an unprecedented impact on scientific collaboration. The pandemic and its broad response from the scientific community has forged new relationships among public health practitioners, mathematical modelers, and scientific computing specialists, while revealing critical gaps in exploiting advanced computing systems to support urgent decision making. Informed by our team’s work in applying high-performance computing in support of public health decision makers during the COVID-19 pandemic, we present how Globus technologies are enabling the development of an open science platform for robust epidemic analysis, with the goal of collaborative, secure, distributed, on-demand, and fast time-to-solution analyses to support public health.
Top Features to Include in Your Winzo Clone App for Business Growth (4).pptxrickgrimesss22
Discover the essential features to incorporate in your Winzo clone app to boost business growth, enhance user engagement, and drive revenue. Learn how to create a compelling gaming experience that stands out in the competitive market.
Understanding Globus Data Transfers with NetSageGlobus
NetSage is an open privacy-aware network measurement, analysis, and visualization service designed to help end-users visualize and reason about large data transfers. NetSage traditionally has used a combination of passive measurements, including SNMP and flow data, as well as active measurements, mainly perfSONAR, to provide longitudinal network performance data visualization. It has been deployed by dozens of networks world wide, and is supported domestically by the Engagement and Performance Operations Center (EPOC), NSF #2328479. We have recently expanded the NetSage data sources to include logs for Globus data transfers, following the same privacy-preserving approach as for Flow data. Using the logs for the Texas Advanced Computing Center (TACC) as an example, this talk will walk through several different example use cases that NetSage can answer, including: Who is using Globus to share data with my institution, and what kind of performance are they able to achieve? How many transfers has Globus supported for us? Which sites are we sharing the most data with, and how is that changing over time? How is my site using Globus to move data internally, and what kind of performance do we see for those transfers? What percentage of data transfers at my institution used Globus, and how did the overall data transfer performance compare to the Globus users?
Large Language Models and the End of ProgrammingMatt Welsh
Talk by Matt Welsh at Craft Conference 2024 on the impact that Large Language Models will have on the future of software development. In this talk, I discuss the ways in which LLMs will impact the software industry, from replacing human software developers with AI, to replacing conventional software with models that perform reasoning, computation, and problem-solving.
A Study of Variable-Role-based Feature Enrichment in Neural Models of CodeAftab Hussain
Understanding variable roles in code has been found to be helpful by students
in learning programming -- could variable roles help deep neural models in
performing coding tasks? We do an exploratory study.
- These are slides of the talk given at InteNSE'23: The 1st International Workshop on Interpretability and Robustness in Neural Software Engineering, co-located with the 45th International Conference on Software Engineering, ICSE 2023, Melbourne Australia
Graspan: A Big Data System for Big Code AnalysisAftab Hussain
We built a disk-based parallel graph system, Graspan, that uses a novel edge-pair centric computation model to compute dynamic transitive closures on very large program graphs.
We implement context-sensitive pointer/alias and dataflow analyses on Graspan. An evaluation of these analyses on large codebases such as Linux shows that their Graspan implementations scale to millions of lines of code and are much simpler than their original implementations.
These analyses were used to augment the existing checkers; these augmented checkers found 132 new NULL pointer bugs and 1308 unnecessary NULL tests in Linux 4.4.0-rc5, PostgreSQL 8.3.9, and Apache httpd 2.2.18.
- Accepted in ASPLOS ‘17, Xi’an, China.
- Featured in the tutorial, Systemized Program Analyses: A Big Data Perspective on Static Analysis Scalability, ASPLOS ‘17.
- Invited for presentation at SoCal PLS ‘16.
- Invited for poster presentation at PLDI SRC ‘16.
Innovating Inference - Remote Triggering of Large Language Models on HPC Clus...Globus
Large Language Models (LLMs) are currently the center of attention in the tech world, particularly for their potential to advance research. In this presentation, we'll explore a straightforward and effective method for quickly initiating inference runs on supercomputers using the vLLM tool with Globus Compute, specifically on the Polaris system at ALCF. We'll begin by briefly discussing the popularity and applications of LLMs in various fields. Following this, we will introduce the vLLM tool, and explain how it integrates with Globus Compute to efficiently manage LLM operations on Polaris. Attendees will learn the practical aspects of setting up and remotely triggering LLMs from local machines, focusing on ease of use and efficiency. This talk is ideal for researchers and practitioners looking to leverage the power of LLMs in their work, offering a clear guide to harnessing supercomputing resources for quick and effective LLM inference.
Software Engineering, Software Consulting, Tech Lead.
Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Security,
Spring Transaction, Spring MVC,
Log4j, REST/SOAP WEB-SERVICES.
AI Pilot Review: The World’s First Virtual Assistant Marketing SuiteGoogle
AI Pilot Review: The World’s First Virtual Assistant Marketing Suite
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-pilot-review/
AI Pilot Review: Key Features
✅Deploy AI expert bots in Any Niche With Just A Click
✅With one keyword, generate complete funnels, websites, landing pages, and more.
✅More than 85 AI features are included in the AI pilot.
✅No setup or configuration; use your voice (like Siri) to do whatever you want.
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See My Other Reviews Article:
(1) TubeTrivia AI Review: https://sumonreview.com/tubetrivia-ai-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus
As part of the DOE Integrated Research Infrastructure (IRI) program, NERSC at Lawrence Berkeley National Lab and ALCF at Argonne National Lab are working closely with General Atomics on accelerating the computing requirements of the DIII-D experiment. As part of the work the team is investigating ways to speedup the time to solution for many different parts of the DIII-D workflow including how they run jobs on HPC systems. One of these routes is looking at Globus Compute as a way to replace the current method for managing tasks and we describe a brief proof of concept showing how Globus Compute could help to schedule jobs and be a tool to connect compute at different facilities.
Enhancing Research Orchestration Capabilities at ORNL.pdfGlobus
Cross-facility research orchestration comes with ever-changing constraints regarding the availability and suitability of various compute and data resources. In short, a flexible data and processing fabric is needed to enable the dynamic redirection of data and compute tasks throughout the lifecycle of an experiment. In this talk, we illustrate how we easily leveraged Globus services to instrument the ACE research testbed at the Oak Ridge Leadership Computing Facility with flexible data and task orchestration capabilities.
First Steps with Globus Compute Multi-User EndpointsGlobus
In this presentation we will share our experiences around getting started with the Globus Compute multi-user endpoint. Working with the Pharmacology group at the University of Auckland, we have previously written an application using Globus Compute that can offload computationally expensive steps in the researcher's workflows, which they wish to manage from their familiar Windows environments, onto the NeSI (New Zealand eScience Infrastructure) cluster. Some of the challenges we have encountered were that each researcher had to set up and manage their own single-user globus compute endpoint and that the workloads had varying resource requirements (CPUs, memory and wall time) between different runs. We hope that the multi-user endpoint will help to address these challenges and share an update on our progress here.
Quarkus Hidden and Forbidden ExtensionsMax Andersen
Quarkus has a vast extension ecosystem and is known for its subsonic and subatomic feature set. Some of these features are not as well known, and some extensions are less talked about, but that does not make them less interesting - quite the opposite.
Come join this talk to see some tips and tricks for using Quarkus and some of the lesser known features, extensions and development techniques.
We describe the deployment and use of Globus Compute for remote computation. This content is aimed at researchers who wish to compute on remote resources using a unified programming interface, as well as system administrators who will deploy and operate Globus Compute services on their research computing infrastructure.
How Recreation Management Software Can Streamline Your Operations.pptxwottaspaceseo
Recreation management software streamlines operations by automating key tasks such as scheduling, registration, and payment processing, reducing manual workload and errors. It provides centralized management of facilities, classes, and events, ensuring efficient resource allocation and facility usage. The software offers user-friendly online portals for easy access to bookings and program information, enhancing customer experience. Real-time reporting and data analytics deliver insights into attendance and preferences, aiding in strategic decision-making. Additionally, effective communication tools keep participants and staff informed with timely updates. Overall, recreation management software enhances efficiency, improves service delivery, and boosts customer satisfaction.
Prosigns: Transforming Business with Tailored Technology SolutionsProsigns
Unlocking Business Potential: Tailored Technology Solutions by Prosigns
Discover how Prosigns, a leading technology solutions provider, partners with businesses to drive innovation and success. Our presentation showcases our comprehensive range of services, including custom software development, web and mobile app development, AI & ML solutions, blockchain integration, DevOps services, and Microsoft Dynamics 365 support.
Custom Software Development: Prosigns specializes in creating bespoke software solutions that cater to your unique business needs. Our team of experts works closely with you to understand your requirements and deliver tailor-made software that enhances efficiency and drives growth.
Web and Mobile App Development: From responsive websites to intuitive mobile applications, Prosigns develops cutting-edge solutions that engage users and deliver seamless experiences across devices.
AI & ML Solutions: Harnessing the power of Artificial Intelligence and Machine Learning, Prosigns provides smart solutions that automate processes, provide valuable insights, and drive informed decision-making.
Blockchain Integration: Prosigns offers comprehensive blockchain solutions, including development, integration, and consulting services, enabling businesses to leverage blockchain technology for enhanced security, transparency, and efficiency.
DevOps Services: Prosigns' DevOps services streamline development and operations processes, ensuring faster and more reliable software delivery through automation and continuous integration.
Microsoft Dynamics 365 Support: Prosigns provides comprehensive support and maintenance services for Microsoft Dynamics 365, ensuring your system is always up-to-date, secure, and running smoothly.
Learn how our collaborative approach and dedication to excellence help businesses achieve their goals and stay ahead in today's digital landscape. From concept to deployment, Prosigns is your trusted partner for transforming ideas into reality and unlocking the full potential of your business.
Join us on a journey of innovation and growth. Let's partner for success with Prosigns.
Prosigns: Transforming Business with Tailored Technology Solutions
Самые вкусные баги из игрового кода: как ошибаются наши коллеги-программисты / Георгий Грибков (PVS-Studio)
1. Самые вкусные баги из игрового кода:
как ошибаются
наши коллеги-программисты
Докладчик:
Георгий Грибков
2. Докладчик
Георгий Грибков
Программист C++, разработчик
статического анализатора кода
PVS-Studio
Автор статей и докладов о поиске
ошибок в играх (Вангеры, VVVVVV)
и других проектах
с открытым исходным кодом
gribkov@viva64.com
2
3. 1. Как мы ищем ошибки в коде
2. Примеры и разбор найденных ошибок
3. Мысли напоследок
Содержание
3
9. fix Terrain( fix X, fix Y, int deriv ) {
if( deriv == 0 )
return fix_mul( fix_make(0,0x2000), (X - fix_make(20,0) ) );
if( deriv == 1 )
return fix_mul( fix_make(0,0x2000), (X - fix_make(20,0) ) );
if( deriv == 2 )
return 0;
return 0;
}
Пример №1
9
V751 Parameter 'Y' is not used
inside function body. BTEST.C 67
10. fix Terrain( fix X, fix Y, int deriv ) {
if( deriv == 0 )
return fix_mul( fix_make(0,0x2000), (X - fix_make(20,0) ) );
if( deriv == 1 )
return fix_mul( fix_make(0,0x2000), (Y - fix_make(20,0) ) );
if( deriv == 2 )
return 0;
return 0;
}
Пример №1
10
V751 Parameter 'Y' is not used
inside function body. BTEST.C 67
11. // And here, ladies and gentlemen,
// is a celebration of C and C++ and their untamed
passion...
// ==================
TerrainData terrain_info;
// Now the actual stuff...
// =======================
Забавные комментарии
11
12. // it's a wonderful world, with a lot of strange men
// who are standing around, and they all wearing towels
// Returns whether or not in the humble opinion of the
// sound system, the sample should be politely
// obliterated out of existence
Забавные комментарии
12
14. if (....)
MySandboxGame.Log.WriteLine(string.Format(
"Could not find any sound for '{0}'", cueName));
else
{
if (....)
string.Format(
"Could not find arcade sound for '{0}'", cueName);
if (....)
string.Format(
"Could not find realistic sound for '{0}'", cueName);
}
Пример №1
14
15. if (....)
MySandboxGame.Log.WriteLine(string.Format(
"Could not find any sound for '{0}'", cueName));
else
{
if (....)
string.Format(
"Could not find arcade sound for '{0}'", cueName);
if (....)
string.Format(
"Could not find realistic sound for '{0}'", cueName);
}
Пример №1
15
V3010 The return value of function 'Format' is required to
be utilized. Sandbox.Game MyEntity3DSoundEmitter.cs
16. if (....)
MySandboxGame.Log.WriteLine(string.Format(
"Could not find any sound for '{0}'", cueName));
else
{
if (....)
MySandboxGame.Log.WriteLine(string.Format(
"Could not find arcade sound for '{0}'", cueName));
if (....)
MySandboxGame.Log.WriteLine(string.Format(
"Could not find realistic sound for '{0}'", cueName));
}
Пример №1
16
V3010 The return value of function 'Format' is required to
be utilized. Sandbox.Game MyEntity3DSoundEmitter.cs
17. var actionsItem = item as MyToolbarItemActions;
if (item != null)
{
if (idx < 0 || idx >= actionsItem
.PossibleActions(....)
.Count)
RemoveToolbarItem(slot);
....
}
Пример №2
17
18. var actionsItem = item as MyToolbarItemActions;
if (item != null)
{
if (idx < 0 || idx >= actionsItem
.PossibleActions(....)
.Count)
RemoveToolbarItem(slot);
....
}
Пример №2
18
V3019 Possibly an incorrect variable is compared to null after type
conversion using 'as' keyword. Check variables 'item', 'actionsItem'.
Sandbox.Game MyGuiControlToolbar.cs 511
19. var actionsItem = item as MyToolbarItemActions;
if (item != null)
{
if (idx < 0 || idx >= actionsItem
.PossibleActions(....)
.Count)
RemoveToolbarItem(slot);
....
}
Пример №2
19
V3019 Possibly an incorrect variable is compared to null after type
conversion using 'as' keyword. Check variables 'item', 'actionsItem'.
Sandbox.Game MyGuiControlToolbar.cs 511
20. var actionsItem = item as MyToolbarItemActions;
if (actionsItem != null)
{
if (idx < 0 || idx >= actionsItem
.PossibleActions(....)
.Count)
RemoveToolbarItem(slot);
....
}
Пример №2
20
V3019 Possibly an incorrect variable is compared to null after type
conversion using 'as' keyword. Check variables 'item', 'actionsItem'.
Sandbox.Game MyGuiControlToolbar.cs 511
22. // Maximum number of multi players possible.
#define MAX_PLAYERS 8 // max # of players we can have
for (int i = 0; i < MAX_PLAYERS && i < 4; i++) {
if (GlyphxPlayerIDs[i] == player_id) {
MultiplayerStartPositions[i] = XY_Cell(x, y);
}
}
Пример №1
22
23. // Maximum number of multi players possible.
#define MAX_PLAYERS 8 // max # of players we can have
for (int i = 0; i < MAX_PLAYERS && i < 4; i++) {
if (GlyphxPlayerIDs[i] == player_id) {
MultiplayerStartPositions[i] = XY_Cell(x, y);
}
}
Пример №1
23
V590 Consider inspecting the 'i < 8 && i < 4' expression.
The expression is excessive or contains a misprint.
DLLInterface.cpp 2238
24. // Maximum number of multi players possible.
#define MAX_PLAYERS 8 // max # of players we can have
for (int i = 0; i < MAX_PLAYERS || i < 4; i++) {
if (GlyphxPlayerIDs[i] == player_id) {
MultiplayerStartPositions[i] = XY_Cell(x, y);
}
}
Пример №1
24
V590 Consider inspecting the 'i < 8 && i < 4' expression.
The expression is excessive or contains a misprint.
DLLInterface.cpp 2238
25. void * ptr = new char [sizeof(100)];
if (ptr) {
sprintf((char *)ptr,
"%cTrack %dt%d:%02dt%s",
....);
listbox.Add_Item((char const *)ptr);
}
Пример №2
25
26. void * ptr = new char [sizeof(100)];
if (ptr) {
sprintf((char *)ptr,
"%cTrack %dt%d:%02dt%s",
....);
listbox.Add_Item((char const *)ptr);
}
Пример №2
26
V512 A call of the 'sprintf' function will lead to overflow of
the buffer '(char *) ptr'. SOUNDDLG.CPP 250
27. void * ptr = new char [100];
if (ptr) {
sprintf((char *)ptr,
"%cTrack %dt%d:%02dt%s",
....);
listbox.Add_Item((char const *)ptr);
}
Пример №2
27
V512 A call of the 'sprintf' function will lead to overflow of
the buffer '(char *) ptr'. SOUNDDLG.CPP 250
30. for ( j = 0; j < w.GetNumPoints(); j++ ) {
for ( k = 0; k < verts.Num(); j++ ) {
if ( verts[k].xyz.Compare(w[j].ToVec3(),
POLYTOPE_VERTEX_EPSILON))
{
break;
}
}
...
}
Пример №1
30
31. for ( j = 0; j < w.GetNumPoints(); j++ ) {
for ( k = 0; k < verts.Num(); j++ ) {
if ( verts[k].xyz.Compare(w[j].ToVec3(),
POLYTOPE_VERTEX_EPSILON))
{
break;
}
}
...
}
Пример №1
31
V533 It is likely that a wrong variable is being
incremented inside the 'for' operator. Consider
reviewing 'j'. idLib surface_polytope.cpp 65
32. for ( j = 0; j < w.GetNumPoints(); j++ ) {
for ( k = 0; k < verts.Num(); k++ ) {
if ( verts[k].xyz.Compare(w[j].ToVec3(),
POLYTOPE_VERTEX_EPSILON))
{
break;
}
}
...
}
Пример №1
32
V533 It is likely that a wrong variable is being
incremented inside the 'for' operator. Consider
reviewing 'j'. idLib surface_polytope.cpp 65
43. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
((IOsuScreen)next)?.BackgroundParallaxAmount ?? 1.0f;
}
Пример №2
43
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
44. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
((IOsuScreen)next)?.BackgroundParallaxAmount ?? 1.0f;
}
Пример №2
44
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
45. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
((IOsuScreen)next)?.BackgroundParallaxAmount ?? 1.0f;
}
Пример №2
45
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
46. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
((IOsuScreen)next)?.BackgroundParallaxAmount ?? 1.0f;
}
Пример №2
46
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = (c * a) ?? b;
48. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
((IOsuScreen)next)?.BackgroundParallaxAmount ?? 1.0f;
}
Пример №2
48
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = (c * a) ?? b;
49. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
(null)?.BackgroundParallaxAmount ?? 1.0f;
}
Пример №2
49
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = (c * a) ?? b;
50. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
null ?? 1.0f;
}
Пример №2
50
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = (c * null) ?? b;
51. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
null
?? 1.0f;
}
Пример №2
51
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = null ?? b;
52. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount = 1.0f;
}
Пример №2
52
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = b;
54. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
((IOsuScreen)next)?.BackgroundParallaxAmount ?? 1.0f;
}
Пример №2
54
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
55. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
(((IOsuScreen)next)?.BackgroundParallaxAmount ?? 1.0f);
}
Пример №2
55
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = c * (a ?? b);
56. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
(null?.BackgroundParallaxAmount ?? 1.0f);
}
Пример №2
56
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = c * (a ?? b);
57. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT *
(null ?? 1.0f);
}
Пример №2
57
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = c * (null ?? b);
58. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT * 1.0f;
}
Пример №2
58
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = c * b;
59. private void onScreenChange(IScreen prev, IScreen next)
{
parallaxContainer.ParallaxAmount =
ParallaxContainer.DEFAULT_PARALLAX_AMOUNT;
}
Пример №2
59
V3123 Perhaps the '??' operator works in a different way than it
was expected. Its priority is lower than priority of other operators
in its left part. OsuScreenStack.cs 45
x = c * b;
62. TiXmlElement *pElem;
....
pElem = hDoc.FirstChildElement().Element();
if (!pElem)
{
printf("No valid root! Corrupt level file?n");
}
pElem->QueryIntAttribute("version", &version);
Пример №1
62
V1004 The 'pElem' pointer was used unsafely after it was
verified against nullptr. Check lines: 1739, 1744. editor.cpp 1744
63. TiXmlElement *pElem;
....
pElem = hDoc.FirstChildElement().Element();
if (!pElem)
{
printf("No valid root! Corrupt level file?n");
return;
}
pElem->QueryIntAttribute("version", &version);
Пример №1
63
V1004 The 'pElem' pointer was used unsafely after it was
verified against nullptr. Check lines: 1739, 1744. editor.cpp 1744
64. TiXmlElement *pElem;
....
pElem = hDoc.FirstChildElement().Element();
if (!pElem)
{
printf("No valid root! Corrupt level file?n");
return; // Также можно было сделать throw
}
pElem->QueryIntAttribute("version", &version);
Пример №1
64
V1004 The 'pElem' pointer was used unsafely after it was
verified against nullptr. Check lines: 1739, 1744. editor.cpp 1744