I’m working through the vulkan tutorial and came across GLFW_TRUE and GLFW_FALSE. I presume there’s a good reason but in looking at the docs it’s just defining 1 and 0, so I’m sorta at a loss as to why some libraries do this (especially in cpp?).

Tangentially related is having things like vk_result which is a struct that stores an enum full of integer codes.

Wouldn’t it be easier to replace these variables with raw int codes or in the case of GLFW just 1 and 0?

Coming mostly from C, and having my caps lock bound to escape for vim, the amount of all caps variables is arduous for my admittedly short fingers.

Anyway hopefully one of you knows why libraries do this thanks!

  • jjjalljs@ttrpg.network
    link
    fedilink
    arrow-up
    7
    ·
    7 hours ago

    I’m reminded of an old job’s database where every key was named “id_foo” instead of “foo_id”

    You didn’t have user_id. You had id_user. You didn’t have project_id, you had id_project. Most of the time, anyway. It was weird and no one could remember why it was like that. (Also changes to the DB were kind of just yolo, there wasn’t like a list of migrations or anything)