Defining constants for 0 and 1 - magic-numbers

I was wondering whether others find it redundant to do something like this...
const double RESET_TIME = 0.0;
timeSinceWhatever = RESET_TIME;
rather than just doing
timeSinceWhatever = 0.0;
Do you find the first example to aid in readability? The argument comes down to using magic numbers, and while 0 and 1 are considered "exceptions" to the rule, I've always kind of thought that these exceptions only apply to initializing variables, or index accessing. When the number is meaningful, it should have a variable attached to its meaning.
I'm wondering whether this assumption is valid, or if it's just redundant to give 0 a named constant.

Well, in your particular example it doesn't make much sense to use a constant.
But, for example, if there was even a small chance that RESET_TIME will change in the future (and become, let's say, 1) then you should definitely use a constant.
You should also use a constant if your intent is not obvious from the number. But in your particular example I think that timeSinceWhatever = 0; is more clear than timeSinceWhatever = RESET_TIME.

Typically, one benefit of defining a constant rather than just using a literal is if the value ever needs to change in several places at once.
From your own example, what if REST_TIME needed to be -1.5 due to some obscure new business rule? You could change it one place, the definition of the constant, or you could change it everywhere you had last used 0.0 as a float literal.
In short, defining constants, in general, aids primarily in maintainability.

If you want to be more specific and letting others know why you're changing doing what you're doing you might want to instead create a function (if your language permits functions to float about) such as
timeSinceWhenever = ResetStopWatch();
or better yet when dealing with units either find a library which has built in function types or create your own. I wouldn't suggest creating your own with time as there are an abundant amount of such libraries. I've seen this before in code if it helps:
Temperature groundTemp = Temperature.AbsoluteZero();
which is a nice way of indicating what is going on.

I would define it only if there was ever a chance that RESET_TIME could be something different than 0.0, that way you can make one change and update all references. Otherwise 0.0 is the better choice to my eye just so you don't have to trace back and see what RESET_TIME was defined to.

Constants are preferable as it allows to use a value that can be then changed in successive versions of the code. It is not always possible to use constants, especially if you are programming in a OO language, and it is not possible to define a constant that doesn't contain a basic datatype. Generally, a programming language always has a way to define not modifiable objects / datatypes.

Well suppose that RESET_TIME is used often in your code and you want to change the value, it will be better to do it once and not in every statement.

better than a constant, make it a configuration variable, and set it to a default value. But yes, RESET_TIME is more readable, provided its used more than once otherwise just use a code comment.

That code is ok. const variable are unchangeable variables. so whenever you feel to reset something, you can always have your const to do that

Related

What is the rationale of Go not having the const qualifier?

I'm a C++ senior programmer. I'm currently doing some Go programming. The only feature I really miss is the const qualifier. In go, if you want to modify an object, you pass its pointer. If you don't want to modify it, you pass it by value. But if the struct is big, you should pass it by pointer, which overrides the no-modification feature. Worse, you can pass an object by value, but if it contains a pointer, you can actually modify its contents, with terrible race condition dangers. Some language types like maps and slices have this feature. This happens in a language that's supposed to be built for concurrency. So the issue of avoiding modification is really non-existent in Go, and you should pass small objects that do not contain pointers (you must be aware that the object does not contain a pointer) by value, if they aren't gonna be modified.
With const, you can pass objects by const pointer and don't worrying about modification. Type-safety is about having a contract that allows speed and prevents type-related bugs. Another feature that does this too is the const qualifier.
The const type qualifier in C/C++ has various meanings. When applied to a variable, it means that the variable is immutable. That's a useful feature, and one that is missing from Go, but it's not the one you seem to be talking about.
You are talking about the way that const can be used as a partially enforced contract for a function. A function can give a pointer parameter the const qualifier to mean that the function won't change any values using that pointer. (Unless, of course, the function uses a cast (a const_cast in C++). Or, in C++, the pointer points to a field that is declared mutable.)
Go has a very simple type system. Many languages have a complex type system in which you enforce the correctness of your program by writing types. In many cases this means that a good deal of programming involves writing type declarations. Go takes a different approach: most of your programming involves writing code, not types. You write correct code by writing correct code, not by writing types that catch cases where you write incorrect code. If you want to catch incorrect code, you write analyzers, like go vet that look for cases that are invalid in your code. These kinds of analyzers are much much easier to write for Go than for C/C++, because the language is simpler.
There are advantages and disadvantages to this kind of approach. Go is making a clear choice here: write code, not types. It's not the right choice for everyone.
Please treat it as an expanded comment. I'm not any programming language designer, so can't go deep inside the details here, but will present my opinion as a long-term developer in C++ and short-term developer in Go.
Const is a non-trivial feature for the compiler, so one would have to make sure whether it's providing enough advantage for the user to implement it as well as won't sacrifice the simplicity of syntax. You might think it's just a const qualifier we're talking about, but looking at C++ itself, it's not so easy – there're a lot of caveats.
You say const is a contract and you shouldn't be able to modify it at any circumstances. One of your arguments against using read only interfaces is that you can cast it to original type and do whatever you want. Sure you can. The same way you can show a middle finger to the contract in C++ by using const_cast. For some reason it was added to the language and, not sure I should be proud of it, I've used it once or twice.
There's another modifier in C++ allowing you to relax the contract – mutable. Someone realised that const structures might actually need to have some fields modified, usually mutexes protecting internal variables. I guess you would need something similar in Go in order to be able to implement thread-safe structures.
When it comes simple const int x people can easily follow. But then pointers jump in and people really get consfused. const int * x, int * const x, const int * const x – these are all valid declarations of x, each with different contract. I know it's not a rocket science to choose the right one, but does your experience as a senior C++ programmer tell you people widely understand these and are always using the right one? And I haven't even mentioned things like const int * const * * * const * const x. It blows my mind.
Before I move to point 4, I would like to cite the following:
Worse, you can pass an object by value, but if it contains a pointer,
you can actually modify its contents
Now this is interesting accusation. There's the same issue in C++; worse – it exists even if you declare object as const, which means you can't solve the problem with a simple const qualifier. See the next point:
Per 3, and pointers, it's not so easy to express the very right contract and things sometimes get unexpected. This piece of code surprised a few people:
struct S {
int *x;
};
int main() {
int n = 7;
const S s = {&n}; // don't touch s, it's read only!
*s.x = 666; // wait, what? s is const! is satan involved?
}
I'm sure it's natural for you why the code above compiles. It's the pointer value you can't modify (the address it points to), not the value behind it. You must admit there're people around that would raise their eyebrow.
I don't know if it makes any point, but I've been using const in C++ all the time. Very accurate. Going mental about it. Not sure whether is has ever saved my ass, but after moving to Go I must admit I've never missed it. And having in mind all these edge cases and exceptions I can really believe creators of a minimalistic language like Go would decide to skip on this one.
Type-safety is about having a contract that allows speed and prevents
type-related bugs.
Agreed. For example, in Go, I love there're no implicit conversions between types. This is really preventing me from type-related bugs.
Another feature that does this too is the const qualifier.
Per my whole answer – I don't agree. Where a general const contract would do this for sure, a simple const qualifier is not enough. You then need a mutable one, maybe kind of a const_cast feature and still – it can leave you with misleading believes of protection, because it's hard to understand what exactly is constant.
Hopefully some language creators will design a perfect way of defining constants all over in our code and then we'll see it in Go. Or move over to the new language. But personally, I don't think C++'s way is a particularly good one.
(Alternative would be to follow functional programming paradigms, which would love to see all their "variables" immutable.)

How to name bools that hold the return value of IsFoo() functions?

I read that it's a good convention to name functions that return a bool like IsChecksumCorrect(Packet), but I also read that it's a good convention to name boolean variables like IsAvailable = True
But the two rules are incompatible: I can't write:
IsChecksumCorrect = IsChecksumCorrect(Packet)
So what's the best way to name vars that store boolean values returned by such functions?
PS: Extra points if you can think of a way that doesn't depend on changing the case (some languages--like Delphi--are case-insensitive).
First of all, there can be difficulties only with functions that don't require arguments, in your example instead the variable should just be called IsPacketChecksumCorrect.
Even with functions with no arguments I think you would only have problems if you were just caching the result of the function, for performance's sake, and you could safely replace all instances of the variables with calls to the function if it weren't for the performance. In all other cases I think that you could always come up with a more specific name for the variable.
If you were indeed just caching, why not just call the variable Functionname_cache? It seems quite clear to me.
If you needed to use a lot this "technique" in your project and _cache seemed too long or you did not like it you could well settle on a convention of your own; as long as you are consistent you can adopt whatever works best for you, people new to the project just need to be explained the convention once and they will easily recognize it ever after.
By the way, there are various opinions on the conventions for the naming of booleans. Personally I prefer to put the subject first, which makes the Ifs more readable, e.g. ChecksumIsCorrect, ChecksumCorrect or ChecksumCorrectness. I actually prefer not to put the Is altogether, the name usually remains clear even if you omit it.

Why isn't DRY considered a good thing for type declarations?

It seems like people who would never dare cut and paste code have no problem specifying the type of something over and over and over. Why isn't it emphasized as a good practice that type information should be declared once and only once so as to cause as little ripple effect as possible throughout the source code if the type of something is modified? For example, using pseudocode that borrows from C# and D:
MyClass<MyGenericArg> foo = new MyClass<MyGenericArg>(ctorArg);
void fun(MyClass<MyGenericArg> arg) {
gun(arg);
}
void gun(MyClass<MyGenericArg> arg) {
// do stuff.
}
Vs.
var foo = new MyClass<MyGenericArg>(ctorArg);
void fun(T)(T arg) {
gun(arg);
}
void gun(T)(T arg) {
// do stuff.
}
It seems like the second one is a lot less brittle if you change the name of MyClass, or change the type of MyGenericArg, or otherwise decide to change the type of foo.
I don't think you're going to find a lot of disagreement with your argument that the latter example is "better" for the programmer. A lot of language design features are there because they're better for the compiler implementer!
See Scala for one reification of your idea.
Other languages (such as the ML family) take type inference much further, and create a whole style of programming where the type is enormously important, much more so than in the C-like languages. (See The Little MLer for a gentle introduction.)
It isn't considered a bad thing at all. In fact, C# maintainers are already moving a bit towards reducing the tiring boilerplate with the var keyword, where
MyContainer<MyType> cont = new MyContainer<MyType>();
is exactly equivalent to
var cont = new MyContainer<MyType>();
Although you will see many people who will argue against var usage, which kind of shows that many people is not familiar with strong typed languages with type inference; type inference is mistaken for dynamic/soft typing.
Repetition may lead to more readable code, and sometimes may be required in the general case. I've always seen the focus of DRY being more about duplicating logic than repeating literal text. Technically, you can eliminate 'var' and 'void' from your bottom code as well. Not to mention you indicate scope with indentation, why repeat yourself with braces?
Repetition can also have practical benefits: parsing by a program is easier by keeping the 'void', for example.
(However, I still strongly agree with you on prefering "var name = new Type()" over "Type name = new Type()".)
It's a bad thing. This very topic was mentioned in Google's Go language Techtalk.
Albert Einstein said, "Everything should be made as simple as possible, but not one bit simpler."
Your complaint makes no sense in the case of a dynamically typed language, so you must intend this to refer to statically typed languages. In that case, your replacement example implicitly uses Generics (aka Template Classes), which means that any time that fun or gun is used, a new definition based upon the type of the argument. That could result in dozens of extra methods, regardless of the intent of the programmer. In particular, you're throwing away the benefit of compiler-checked type-safety for a runtime error.
If your goal was to simply pass through the argument without checking its type, then the correct type would be Object not T.
Type declarations are intended to make the programmer's life simpler, by catching errors at compile-time, instead of failing at runtime. If you have an overly complex type definition, then you probably don't understand your data. In your example, I would have suggested adding fun and gun to MyClass, instead of defining them separately. If fun and gun don't apply to all possible template types, then they should be defined in an explicit subclass, not as separate functions that take a templated class argument.
Generics exist as a way to wrap behavior around more specific objects. List, Queue, Stack, these are fine reasons for Generics, but at the end of the day, the only thing you should be doing with a bare Generic is creating an instance of it, and calling methods on it. If you really feel the need to do more than that with a Generic, then you probably need to embed your Generic class as an instance object in a wrapper class, one that defines the behaviors you need. You do this for the same reason that you embed primitives into a class: because by themselves, numbers and strings do not convey semantic information about their contents.
Example:
What semantic information does List convey? Just that you're working with multiple triples of integers. On the other hand, List, where a color has 3 integers (red, blue, green) with bounded values (0-255) conveys the intent that you're working with multiple Colors, but provides no hint as to whether the List is ordered, allows duplicates, or any other information about the Colors. Finally a Palette can add those semantics for you: a Palette has a name, contains multiple Colors, but no duplicates, and order isn't important.
This has gotten a bit far afield from the original question, but what it means to me is that DRY (Don't Repeat Yourself) means specifying information once, but that specification should be as precise as is necessary.

Ruby Equivalent of C++ Const?

I'm learning Ruby in my spare time, and I have a question about language constructs for constants. Does Ruby have an equivalent of the C++ const keyword to keep variables from being modified? Here's some example code:
first_line = f.gets().chomp()
column_count = first_line.split( %r{\s+} ).size()
print column_count, "\n"
I'd like to declare column_count to be const, because I use it below in my program and I really don't want to modify it by mistake. Does Ruby provide a language construct for doing this, or should I just suck it up and realize that my variables are always mutable?
Response to comments:
'The most likely cause of "accidental" overwriting of variables is, I'd guess, long blocks of code.' I agree with the spirit of your point, but disagree with the letter. Your point about avoiding long blocks of code and unnecessary state is a good one, but for constants can also be useful in describing the design of code inside of the implementation. A large part of the value of const in my code comes from annotating which variables I SHOULD change and which I shouldn't, so that I'm not tempted to change them if I come back to my code next year. This is the same sentiment that suggests that code that uses short comments because of good variable names and clear indentation is better than awkwardly written code explained by detailed comments.
Another option appears to be Ruby's #freeze method, which I like the look of as well. Thanks for the responses everyone.
Ruby variables in general are, well, variable.
Beyond Jeremy's answer, while entirely accurate, doesn't lead you to a Ruby style that's very "mainstream" or idiomatically sound and I wouldn't recommend it for adoption. Ruby doesn't work like C++ and generally isn't very appropriate for things that C++ is best used for. Operating systems, word processors, that kind of thing.
The most likely cause of "accidental" overwriting of variables is, I'd guess, long blocks of code. After all, if you change the value of a variable in a five-line method, it's going to be fairly apparent! If you're habitually writing blocks of code longer than, say, 10 lines, then those chunks are probably doing too many things and I strongly advise that you make efforts to break them up (increase cohesion). Localise variables as much as possible to minimise the chance of unexpected side-effects (reduce coupling).
By convention, constants in ruby are generally written in all caps such as COLUMN_COUNT. But as it was pointed out, all variables that start with a capital letter are Constants.
Variables that start with a capital letter are constants in Ruby. So you could change your code to this:
first_line = f.gets().chomp()
Column_count = first_line.split( %r{\s+} ).size()
print Column_count, "\n"
Now you'll get a warning if you try to modify Column_count.

Are booleans as method arguments unacceptable? [closed]

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A colleague of mine states that booleans as method arguments are not acceptable. They shall be replaced by enumerations. At first I did not see any benefit, but he gave me an example.
What's easier to understand?
file.writeData( data, true );
Or
enum WriteMode {
Append,
Overwrite
};
file.writeData( data, Append );
Now I got it! ;-)
This is definitely an example where an enumeration as second parameter makes the code much more readable.
So, what's your opinion on this topic?
Boolean's represent "yes/no" choices. If you want to represent a "yes/no", then use a boolean, it should be self-explanatory.
But if it's a choice between two options, neither of which is clearly yes or no, then an enum can sometimes be more readable.
Enums also allow for future modifications, where you now want a third choice (or more).
Use the one that best models your problem. In the example you give, the enum is a better choice. However, there would be other times when a boolean is better. Which makes more sense to you:
lock.setIsLocked(True);
or
enum LockState { Locked, Unlocked };
lock.setLockState(Locked);
In this case, I might choose the boolean option since I think it's quite clear and unambiguous, and I'm pretty sure my lock is not going to have more than two states. Still, the second choice is valid, but unnecessarily complicated, IMHO.
To me, neither using boolean nor enumeration is a good approach. Robert C. Martin captures this very clearly in his Clean Code Tip #12: Eliminate Boolean Arguments:
Boolean arguments loudly declare that the function does more than one thing. They are confusing and should be eliminated.
If a method does more than one thing, you should rather write two different methods, for example in your case: file.append(data) and file.overwrite(data).
Using an enumeration doesn't make things clearer. It doesn't change anything, it's still a flag argument.
Remember the question Adlai Stevenson posed to ambassador Zorin at the U.N. during the cuban missile crisis?
"You are in the courtroom of world
opinion right now, and you can answer
yes or no. You have denied that [the missiles]
exist, and I want to know whether I
have understood you correctly.... I am
prepared to wait for my answer until
hell freezes over, if that's your
decision."
If the flag you have in your method is of such a nature that you can pin it down to a binary decision, and that decision will never turn into a three-way or n-way decision, go for boolean. Indications: your flag is called isXXX.
Don't make it boolean in case of something that is a mode switch. There is always one more mode than you thought of when writing the method in the first place.
The one-more-mode dilemma has e.g. haunted Unix, where the possible permission modes a file or directory can have today result in weird double meanings of modes depending on file type, ownership etc.
There are two reasons I've run into this being a bad thing:
Because some people will write methods like:
ProcessBatch(true, false, false, true, false, false, true);
This is obviously bad because it's too easy to mix up parameters, and you have no idea by looking at it what you're specifying. Just one bool isn't too bad though.
Because controlling program flow by a simple yes/no branch might mean you have two entirely different functions that are wrapped up into one in an awkard way. For instance:
public void Write(bool toOptical);
Really, this should be two methods
public void WriteOptical();
public void WriteMagnetic();
because the code in these might be entirely different; they might have to do all sorts of different error handling and validation, or maybe even have to format the outgoing data differently. You can't tell that just by using Write() or even Write(Enum.Optical) (though of course you could have either of those methods just call internal methods WriteOptical/Mag if you want).
I guess it just depends. I wouldn't make too big of a deal about it except for #1.
I think you almost answered this yourself, I think the end aim is to make the code more readable, and in this case the enum did that, IMO its always best to look at the end aim rather than blanket rules, maybe think of it more as a guideline i.e. enums are often more readable in code than generic bools, ints etc but there will always be exceptions to the rule.
Enums are better but I wouldn't call boolean params as "unacceptable". Sometimes it's just easier to throw one little boolean in and move on (think private methods etc.)
Booleans may be OK in languages that have named parameters, like Python and Objective-C, since the name can explain what the parameter does:
file.writeData(data, overwrite=true)
or:
[file writeData:data overwrite:YES]
Enums have a definite benefit, but you should't just go replacing all your booleans with enums. There are many places where true/false is actually the best way to represent what is going on.
However, using them as method arguments is a bit suspect, simply because you can't see without digging into things what they are supposed to do, as they let you see what the true/false actually means
[Edit for the current state in 2022]
In modern C#, or other languages that support this, the nicest way to do it is with named arguments:
var worker = new BackgroundWorker(workerReportsProgress: true);
If your language doesn't allow for named arguments, then you may find properties to be a reasonable solution as well
[Original Answer from 2008 left for posterity]
Properties (especially with C#3 object initializers) or keyword arguments (a la ruby or python) are a much better way to go where you'd otherwise use a boolean argument.
C# example:
var worker = new BackgroundWorker { WorkerReportsProgress = true };
Ruby example
validates_presence_of :name, :allow_nil => true
Python example
connect_to_database( persistent=true )
The only thing I can think of where a boolean method argument is the right thing to do is in java, where you don't have either properties or keyword arguments. This is one of the reasons I hate java :-(
I would not agree that it is a good rule. Obviously, Enum makes for a better explicit or verbose code at some instances, but as a rule it seems way over reaching.
First let me take your example:
The programmers responsibility (and ability) to write good code is not really jeopardized by having a Boolean parameter. In your example the programmer could have written just as verbose code by writing:
dim append as boolean = true
file.writeData( data, append );
or I prefer more general
dim shouldAppend as boolean = true
file.writeData( data, shouldAppend );
Second:
The Enum example you gave is only "better" because you are passing a CONST. Most likely in most application at least some if not most of the time parameters that are passed to functions are VARIABLES. in which case my second example (giving variables with good names) is much better and Enum would have given you little benefits.
While it is true that in many cases enums are more readable and more extensible than booleans, an absolute rule that "booleans are not acceptable" is daft. It is inflexible and counter-productive - it does not leave room for human judgement. They're a fundamental built in type in most languages because they're useful - consider applying it to other built-in-types: saying for instance "never use an int as a parameter" would just be crazy.
This rule is just a question of style, not of potential for bugs or runtime performance. A better rule would be "prefer enums to booleans for reasons of readability".
Look at the .Net framework. Booleans are used as parameters on quite a few methods. The .Net API is not perfect, but I don't think that the use of boolean as parameters is a big problem. The tooltip always gives you the name of the parameter, and you can build this kind of guidance too - fill in your XML comments on the method parameters, they will come up in the tooltip.
I should also add that there is a case when you should clearly refactor booleans to an enumeration - when you have two or more booleans on your class, or in your method params, and not all states are valid (e.g. it's not valid to have them both set true).
For instance, if your class has properties like
public bool IsFoo
public bool IsBar
And it's an error to have both of them true at the same time, what you've actually got is three valid states, better expressed as something like:
enum FooBarType { IsFoo, IsBar, IsNeither };
Some rules that your colleague might be better adhering to are:
Don't be dogmatic with your design.
Choose what fits most appropriately for the users of your code.
Don't try to bash star-shaped pegs into every hole just because you like the shape this month!
A Boolean would only be acceptable if you do not intend to extend the functionality of the framework. The Enum is preferred because you can extend the enum and not break previous implementations of the function call.
The other advantage of the Enum is that is easier to read.
If the method asks a question such as:
KeepWritingData (DataAvailable());
where
bool DataAvailable()
{
return true; //data is ALWAYS available!
}
void KeepWritingData (bool keepGoing)
{
if (keepGoing)
{
...
}
}
boolean method arguments seem to make absolutely perfect sense.
It depends on the method. If the method does something that is very obviously a true/false thing then it is fine, e.g. below [though not I am not saying this is the best design for this method, it's just an example of where the usage is obvious].
CommentService.SetApprovalStatus(commentId, false);
However in most cases, such as the example you mention, it is better to use an enumeration. There are many examples in the .NET Framework itself where this convention is not followed, but that is because they introduced this design guideline fairly late on in the cycle.
It does make things a bit more explicit, but does start to massively extend the complexity of your interfaces - in a sheer boolean choice such as appending/overwriting it seems like overkill. If you need to add a further option (which I can't think of in this case), you can always perform a refactor (depending on the language)
Enums can certainly make the code more readable. There are still a few things to watch out for (in .net at least)
Because the underlying storage of an enum is an int, the default value will be zero, so you should make sure that 0 is a sensible default. (E.g. structs have all fields set to zero when created, so there's no way to specify a default other than 0. If you don't have a 0 value, you can't even test the enum without casting to int, which would be bad style.)
If your enum's are private to your code (never exposed publicly) then you can stop reading here.
If your enums are published in any way to external code and/or are saved outside of the program, consider numbering them explicitly. The compiler automatically numbers them from 0, but if you rearrange your enums without giving them values you can end up with defects.
I can legally write
WriteMode illegalButWorks = (WriteMode)1000000;
file.Write( data, illegalButWorks );
To combat this, any code that consumes an enum that you can't be certain of (e.g. public API) needs to check if the enum is valid. You do this via
if (!Enum.IsDefined(typeof(WriteMode), userValue))
throw new ArgumentException("userValue");
The only caveat of Enum.IsDefined is that it uses reflection and is slower. It also suffers a versioning issue. If you need to check the enum value often, you would be better off the following:
public static bool CheckWriteModeEnumValue(WriteMode writeMode)
{
switch( writeMode )
{
case WriteMode.Append:
case WriteMode.OverWrite:
break;
default:
Debug.Assert(false, "The WriteMode '" + writeMode + "' is not valid.");
return false;
}
return true;
}
The versioning issue is that old code may only know how to handle the 2 enums you have. If you add a third value, Enum.IsDefined will be true, but the old code can't necessarily handle it. Whoops.
There's even more fun you can do with [Flags] enums, and the validation code for that is slightly different.
I'll also note that for portability, you should use call ToString() on the enum, and use Enum.Parse() when reading them back in. Both ToString() and Enum.Parse() can handle [Flags] enum's as well, so there's no reason not to use them. Mind you, it's yet another pitfall, because now you can't even change the name of the enum without possibly breaking code.
So, sometimes you need to weigh all of the above in when you ask yourself Can I get away with just an bool?
IMHO it seems like an enum would be the obvious choice for any situation where more than two options are possible. But there definitely ARE situations where a boolean is all you need. In that case I would say that using an enum where a bool would work would be an example of using 7 words when 4 will do.
Booleans make sense when you have an obvious toggle which can only be one of two things (i.e. the state of a light bulb, on or off). Other than that, it's good to write it in such a way that it's obvious what you're passing - e.g. disk writes - unbuffered, line-buffered, or synchronous - should be passed as such. Even if you don't want to allow synchronous writes now (and so you're limited to two options), it's worth considering making them more verbose for the purposes of knowing what they do at first glance.
That said, you can also use False and True (boolean 0 and 1) and then if you need more values later, expand the function out to support user-defined values (say, 2 and 3), and your old 0/1 values will port over nicely, so your code ought not to break.
Sometimes it's just simpler to model different behaviour with overloads. To continue from your example would be:
file.appendData( data );
file.overwriteData( data );
This approach degrades if you have multiple parameters, each allowing a fixed set of options. For example, a method that opens a file might have several permutations of file mode (open/create), file access (read/write), sharing mode (none/read/write). The total number of configurations is equal to the Cartesian products of the individual options. Naturally in such cases multiple overloads are not appropriate.
Enums can, in some cases make code more readable, although validating the exact enum value in some languages (C# for example) can be difficult.
Often a boolean parameter is appended to the list of parameters as a new overload. One example in .NET is:
Enum.Parse(str);
Enum.Parse(str, true); // ignore case
The latter overload became available in a later version of the .NET framework than the first.
If you know that there will only ever be two choices, a boolean might be fine. Enums are extensible in a way that won't break old code, although old libraries might not support new enum values so versioning cannot be completely disregarded.
EDIT
In newer versions of C# it's possible to use named arguments which, IMO, can make calling code clearer in the same way that enums can. Using the same example as above:
Enum.Parse(str, ignoreCase: true);
Where I do agree that Enums are good way to go, in methods where you have 2 options (and just two options you can have readability without enum.)
e.g.
public void writeData(Stream data, boolean is_overwrite)
Love the Enums, but boolean is useful too.
This is a late entry on an old post, and it's so far down the page that nobody will ever read it, but since nobody has said it already....
An inline comment goes a long way to solving the unexpected bool problem. The original example is particularly heinous: imagine trying to name the variable in the function declearation! It'd be something like
void writeData( DataObject data, bool use_append_mode );
But, for the sake of example, let's say that's the declaration. Then, for an otherwise unexplained boolean argument, I put the variable name in an inline comment. Compare
file.writeData( data, true );
with
file.writeData( data, true /* use_append_mode */);
It really depends on the exact nature of the argument. If it is not a yes/no or true/false then a enum makes it more readable. But with an enum you need to check the argument or have acceptable default behaviour since undefined values of the underlying type can be passed.
The use of enums instead of booleans in your example does help make the method call more readable. However, this is a substitute for my favorite wish item in C#, named arguments in method calls. This syntax:
var v = CallMethod(pData = data, pFileMode = WriteMode, pIsDirty = true);
would be perfectly readable, and you could then do what a programmer should do, which is choose the most appropriate type for each parameter in the method without regard to how it looks in the IDE.
C# 3.0 allows named arguments in constructors. I don't know why they can't do this with methods as well.
Booleans values true/false only. So it is not clear what it represent. Enum can have meaningful name, e.g OVERWRITE, APPEND, etc. So enums are better.

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