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README.md
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README.md
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# Coding Standard
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### Compialation ###
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+ remove all warnings
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clang -Weverything
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gcc -Wall -Wextra -Wpedantic
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valgrind --show-leak-kinds=all --leak-check=full
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+ under all cicumstances have (atleast a wrapper) Makefile for frenliness
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+ GNU Make ok, that other Make with a prefix shall burn in hell
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+ NOTE: (to Xolatile in particular) fuck splint
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### Multi-line comments ###
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+ single line for separating logical blocks inside the same block
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+ multiline for exaplaining code
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/\* stuff
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\* and more
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\*/
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+ use them very sparsely
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### Headers ###
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+ never use relative paths, manipulate the compiler
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+ use #define type header guards
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+ header guards shall be all caps
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<namespace>\_<unit>
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+ make function forward declarations explicitly `extern`
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### Macros ###
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+ only with consensus can any new macro be added to the codebase
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+ always parenthesize values
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### Identaion ###
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+ tabs
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+ max 4 levels
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### Parenthesizing ###
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+ do not parenthesize return statements
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+ always add spacing around when after a control statement { `if (condition) {...}` }
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+ do not pad the insides { `(stuff) ; and not: ( stuff )` }
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+ do not pad after function context { `myfun();` }
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+ always use to avoid relying on operator precedence { `(a * b) + c` }
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### Declarations ###
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+ pointer '\*'s always to the middle { `char * s;` }
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+ dont concat pointer '\*'s { `char \* \* s;` }
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+ function heads belong on the same line
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+ [static|extern] [inline] [type]
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+ align adjecent ones horizontally
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+ always typedef structs or make them anonymous
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# Chad Coding Standard
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### If ###
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+ align logical operators under the keyword if
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if (a
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&& b
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&& c) {}
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+ align negating operators and the lack of there of
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The most important thing is to be consistent with an existing codebase, don't make unnecessary large changes.
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If there are places where brackets should be used, use them! except for only `else if`
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### First Off ###
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+ keep a line width of 80
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+ string NULL termination is spelled '\0', not '\00'
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+ use NULL not 0, when applicable
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+ Use the correct editor
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### Compilation ###
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+ Provide Makefile
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Preferably GNU Make, or POSIX Make
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### Headers ###
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+ NEVER use relative paths, use well a written build script with `-I`, `-L` and other options
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+ Use these kinds of header guards:
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```c
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#ifndef NAME_H
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...
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#define NAME_H
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#endif
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```
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+ Headers should, if meant to be exposed externally in any way, should have namespacing prefixes
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### Naming ###
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+ Namer (likely project owner) chooses standard spelling, try to stay to one locale when it comes to naming things (In US, color, In Europoor, caulouur [Sic])
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+ snake\_case\_for\_all
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### Indentation
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+ Tabs & Spaces (get Smart Tabs plz)
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### Macros ###
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+ Parenthesize macro values
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### Padding ###
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+ Pad after commas
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+ Add padding around if, while, and for clauses
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+ Do not pad after a function name `func()`, NEVER `func ()`
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+ Do not pad inside parentheses `func(a)`, NEVER `func( a )`
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+ Pad inside brackets always `{ ...; }`
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### Declaration ###
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+ for functions always abide [static|extern] [inline] [type]
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+ Put pointers in the center `char * abc`
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+ Definitely put pointers together always, `char *** x` is definitely way better than `char * * * x` don't trust Anon or Xolatile on this matter and do not attempt to decide things democratically
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+ Function parameters should remain on the same line... `func (int a) {...`
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+ If a function has way too many parameters (line length greater than limit), format them into a block or lay them out in a indented list.
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+ Align adjacent declarations horizontally
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+ Always typedef structs and enums, avoid `struct mytype myvar;` if possible
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+ You may use anonymous structures
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### Conditionals ###
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+ align like this:
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```c
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if (!a
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&& b
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&& !c) {}
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+ always omit useless comperasions
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if (a) // good
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if (a != 0) // bad
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&& !c) {
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...
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}
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```
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+ avoid useless comparison information
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```c
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if (a != 0) /* BAD */
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if (a) /* as god intended */
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```
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### Switch ###
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switch(...) {
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case ...: {
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} beak;
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}
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+ GNU range extensions allowed
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+ Multi-line
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```c
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switch (...) {
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case ...: {
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...
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break;
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}
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}
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```
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+ Single line (if you dare)
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```c
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switch (...) {
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case ...:
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{ ...; break; }
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}
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```
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### Loops ###
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+ declare the iterator inside the loop
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+ variables to use for iteration 'i' -> 'j' -> 'k'
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+ use "while(1)" for infinit loops
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+ no coma in condition unless its an assignment
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+ never ommit brackets at empyt loop bodies
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+ Try to use the alphabetical iterators `i, j, k, ...`, try not to use more than three iterators
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+ Use `while (1)` for infinite loops
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### Operators ###
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+ prefer prefix crementors when possible { `++i;` }
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+ use spaces (if you dont intuetively know what this means, kys)
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+ Use prefix increment by default `++i`
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+ Use spaces in-between operators on the same line ALWAYS! (note that multi-line operators should have tabs for normal indenting, but otherwise should use spaces)
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# Advice
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### Compilation ###
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+ Resolve All Feasible Warnings given by selected compilers
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`clang -Weverything`
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`gcc -Wall -Wextra -Pedantic`
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+ Consider tools like splint, but don't break your back over it
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### The Dreaded Multi-line Comment ###
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+ Don't ever use them unless you have to
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C++ comments for logical separation and small comments
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C comments for large explanation
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+ Use them always and vanish C++ demons from your code
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+ Use `#if 0... #endif /* 0 */` if you want to comment out blocks of code
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### Indentation
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+ Try not to go over 4 levels
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### Parenthesizing ###
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+ Do not parenthesize return statements
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### Loops ###
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+ If you will have NO other use for an iterator, put it inside the for loop declaration, C99> style
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+ Avoid commas in conditionals, it'll make Xolatile seethe
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### Naming ###
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+ namer chooses spelling, consistency must follow
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+ snake\_case
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+ \*\_t on all typedefs
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+ LOCAL variables shall be short enough to not use snake\_case
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### Misc ###
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+ keep a line width of 80
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+ string null termination is spelled '\0'
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# Development Process
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### How to manage a group project
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1. Select PM
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2. Settle on the exact features
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3. Settle on the technologies
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4. Settle on basic structure
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5. Let the PM type out the frame with function prototypes / empty bodies
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6. Let the PM distribute the work
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7. Type away furiously
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+ Use the POSIX reserved \_t suffix for new types
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