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!
Probably readability. Correct typing maybe too. Also better error checking.
I’m not sure I understand readability? I guess is disambiguates numeric variables if you used 1 and 0. But with true and false available that would seemingly do the same thing. You still have to know what the arguments your passing are for regardless.
I guess in reading not until c99(see other comment); they just used integers in place of Booleans, in which case your readability statement makes more sense given the historical context