this post was submitted on 20 Aug 2026
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Programming
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From what I saw, it's mostly a preference. Some libraries do everything: SetState, Enable, Disable , TurnOn , TurnOff (like in VTK), OR others only have one SetState. I think it's fun to have some choice, but too many choices can be a burden later on when you decide to change the API. Fixing too many functions is annoying even with regular expressions.
Nitpicking : I would use an
enum classin C++. It's not ideal in C but you could do the same with a regularenumin C, likeLedSetState(LED_PIN, LedEnabled);. A boolean is not technically a "state." I.e.state==truemeans nothing to me. Is it state enabled, stated pushed, state triggered, state opened, stated validated? It depends on the context. And what happens when you need to combine the states later on, likeLedEnabled | LedTriggered? A bool may miss some information. To make sure that you use the good values for the enum, there may be a compilation warning flag to check that.And you could add "defines" for enable and disable, like:
#define LEDEnable(LED_PIN) LEDState(LED_PIN, LedEnabled)or something.(remember that I'm nitpicking, the only embedded stuff that I ever did was in C++20)
I disagree, that it is mostly preference. I agree that it has been implemented both ways, but once you get into the scalability question, it becomes clear that passing in an argument cuts down on the logical branching. If you have both an enable and a disable function as your pattern, then for components you need to reason about state for during runtime will need an if/else which can get out of hand quickly when you are driving multiple component states.
Building on this: naming a function something like "LEDSetEnable" can make it clear what a Boolean argument would mean without using enums.