this post was submitted on 03 Nov 2025
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Programming

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As a Java engineer in the web development industry for several years now, having heard multiple times that X is good because of SOLID principles or Y is bad because it breaks SOLID principles, and having to memorize the "good" ways to do everything before an interview etc, I find it harder and harder to do when I really start to dive into the real reason I'm doing something in a particular way.

One example is creating an interface for every goddamn class I make because of "loose coupling" when in reality none of these classes are ever going to have an alternative implementation.

Also the more I get into languages like Rust, the more these doubts are increasing and leading me to believe that most of it is just dogma that has gone far beyond its initial motivations and goals and is now just a mindless OOP circlejerk.

There are definitely occasions when these principles do make sense, especially in an OOP environment, and they can also make some design patterns really satisfying and easy.

What are your opinions on this?

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[–] HetareKing@piefed.social 4 points 1 day ago (1 children)

If you're directly interacting with any sort of binary protocol, i.e. file formats, network protocols etc., you definitely want your variable types to be unambiguous. For future-proofing, yes, but also because because I don't want to go confirm whether I remember correctly that long is the same size as int.

There's also clarity of meaning; unsigned long long is a noisy monstrosity, uint64_t conveys what it is much more cleanly. char is great if it's representing text characters, but if you have a byte array of binary data, using a type alias helps convey that.

And then there are type aliases that are useful because they have different sizes on different platforms like size_t.

I'd say that generally speaking, if it's not an int or a char, that probably means the exact size of the type is important, in which case it makes sense to convey that using a type alias. It conveys your intentions more clearly and tersely (in a good way), it makes your code more robust when compiled for different platforms, and it's not actually more work; that extra #include <cstdint> you may need to add pays for itself pretty quickly.

[–] Valmond@lemmy.world 0 points 1 day ago (4 children)

So we should not have #defines in the way, right?

Like INT32, instead of "int". I mean if you don't know the size you probably won't do network protocols or reading binary stuff anyways.

uint64_t is good IMO, a bit long (why the _t?) maybe, but it's not one of the atrocities I'm talking about where every project had its own defines.

[–] Feyd@programming.dev 3 points 1 day ago (1 children)

"int" can be different widths on different platforms. If all the compilers you must compile with have standard definitions for specific widths then great use em. That hasn't always been the case, in which case you must roll your own. I'm sure some projects did it where it was unneeded, but when you have to do it you have to do it

[–] Valmond@lemmy.world 0 points 21 hours ago (1 children)

So show me two compatible systems where the int has different sizes.

This is folklore IMO, or incompatible anyways.

[–] Feyd@programming.dev 2 points 19 hours ago (1 children)

Incompatible? It is for cross platform code. Wtf are you even talking about

[–] Valmond@lemmy.world 1 points 17 hours ago (1 children)

Okay, then give me an example where this matters. If an int hasn't the same size, like on a Nintendo DS and Windows (wildly incompatible), I struggle to find a use case where it would help you out.

[–] Feyd@programming.dev 2 points 17 hours ago (1 children)

You can write code that is dependent on using a specific width of data type. You can compile code for different platforms. I have no idea what you're thinking when you say "wildly incompatible", but I guarantee you there is code that runs on both Nintendo DS and Windows.

[–] Valmond@lemmy.world 1 points 17 hours ago (2 children)

Well cite me one then. I mean there are super niche stuff that could theoretically need that, but 99.99% of software didn't, and now don't even more. IMO.

[–] entwine@programming.dev 3 points 14 hours ago (1 children)

Have you never heard of the concept of serialization? It's weird for you to bring up the Nintendo DS and not be familiar with that, as it's a very important topic in game development. Outside of game development, it's used a lot in network code. Even javascript has ArrayBuffer.

Well cite me one then

I've personally built small homebrew projects that run on both Nintendo DS and Windows/Linux. Is that really so hard to imagine? As long as you design proper abstractions, it's pretty straightforward.

Generally speaking, the best way to write optimal code is to understand your data first. You can't do that if you don't even know what format your data is in!

[–] Valmond@lemmy.world 0 points 14 hours ago (1 children)

What on earth did you run on a DS and windows? I'm curious! BTW we used hard coded in memory structures, not serialising stuff, you'd have a hard time doing that perfectly well on the DS IMO.

Still only a small homebrew project so IMO my point still stands.

As for understanding your data, you need to know the size of the int on your system to set up the infamous INT32 to begin with!

[–] entwine@programming.dev 3 points 13 hours ago (1 children)

What on earth did you run on a DS and windows? I’m curious!

A homebrew game, of course! Well, more like a game engine demo. Making game engines is more fun than making games.

I'm not sure why you find it so hard to believe, as it's pretty straight-forward to build a game on top of APIs like

void DrawRectangle(...);
void DrawSprite(...);

Then implement them differently on each target platform.

BTW we used hard coded in memory structures, not serialising stuff, you’d have a hard time doing that perfectly well on the DS IMO.

You mean embedded binary data? That's still serialization, except you're using the compiler as your serializer. Modern serialization frameworks usually have a DSL that mimics C struct declarations, and it's not a coincidence. Look up any zero-copy serialization tool and you'll find that they're all basically trying to accomplish the same thing: load a binary blob directly into a native C struct, but do it portably (which embedded binary data is not)

As for understanding your data, you need to know the size of the int on your system to set up the infamous INT32 to begin with!

Nah, that's what int32_t is for. The people who built the toolchain did that for me.

[–] Valmond@lemmy.world 1 points 13 hours ago (1 children)

Yeah that's how we did it, loading a "blob" into packed structs :-)

I'm with you with the int32_t, that's totally the way to go IMO, I guess my rant about #define INT32 got lost somewhere :-)

Actually got myself a job coding DS&Wii back in the day with my DS streaming tile engine (it is funnier to make engines), "use 64k tiles with the native 256 tile engine". I had a little demo where you wandered around and slayed skeletons Diablo 2 like, backpack and items included. Built with the unofficial retroengineered dev kit. Got my hands on the official docs after that!

Fun times.

[–] entwine@programming.dev 1 points 13 hours ago (1 children)

Actually got myself a job coding DS&Wii back in the day with my DS streaming tile engine

Damn that's sick. Landing a real job from homebrew work is the coolest backstory for a game developer. I've got a couple of hb projects I'm proud of, but in the world of Unity and Unreal I don't see it as being a particularly in-demand skill set.

...not that I'd want to work for a game dev company in 2025 lol

[–] Valmond@lemmy.world 1 points 11 hours ago

I did have a couple of years of gamedev under the belt, but only j2me java mobile games, so laying my hands on a nintendo dev kit was one of those one in a lifetime highs for me. Still get a tingle when I think about it ☺️.

You're right about todays landscape though 😑, between abusing A to AAA companies, dark patterns and microtransactions 🤢. Such a shame. I should get into indie games more but they all feel like they were made for unity/UE, so they all feel a bit the same (where are syrategy games, spinoffs off Worms, lemmings, ...). But maybe I'm missing out, there is so much rubbish to sift through.

Cheers!

[–] Feyd@programming.dev 2 points 17 hours ago (1 children)

I'm done spending time on this. If you are so insistent on being confidently incorrect then have at it.

[–] HetareKing@piefed.social 2 points 1 day ago

The standard type aliases like uint64_t weren't in the C standard library until C99 and in C++ until C++11, so there are plenty of older code bases that would have had to define their own.

The use of #define to make type aliases never made sense to me. The earliest versions of C didn't have typedef, I guess, but that's like, the 1970s. Anyway, you wouldn't do it that way in modern C/C++.

[–] xthexder@l.sw0.com 2 points 1 day ago* (last edited 1 day ago)

I've seen several codebases that have a typedef or using keyword to map uint64_t to uint64 along with the others, but _t seems to be the convention for built-in std type names.

[–] piccolo@sh.itjust.works 2 points 1 day ago

Iirc, _t is to denote a reserved standard type names.