Timeline for OpenGL and global state
Current License: CC BY-SA 4.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 6, 2018 at 15:00 | history | tweeted | twitter.com/StackSoftEng/status/1070694466003054594 | ||
| Dec 6, 2018 at 11:02 | answer | added | user321630 | timeline score: 1 | |
| Oct 31, 2018 at 21:01 | comment | added | gnat | I would consider anti-corruption layer | |
| Oct 31, 2018 at 20:59 | vote | accept | Makogan | ||
| Oct 31, 2018 at 20:21 | comment | added | Makogan | We are not talking about a single function, but rather design heuristics when using a really large and widely used api. | |
| Oct 31, 2018 at 20:15 | answer | added | whatsisname | timeline score: 8 | |
| Oct 31, 2018 at 20:15 | comment | added | Stop harming Monica | I guess the function call mentioned in the question can be reduced to parameter passing, otherwise you wouldn't be discussing which one is the best design. | |
| Oct 31, 2018 at 20:09 | comment | added | Makogan | I know, which is why only a small set of objects are defined as singletons, to handle what could not be fully reduced to parameter passing, and the rest is just passed aroung along functions and objects. | |
| Oct 31, 2018 at 19:36 | comment | added | Stop harming Monica | Stateful singletons do not avoid global state, they are global state. | |
| Oct 31, 2018 at 19:20 | review | First posts | |||
| Nov 15, 2018 at 17:40 | |||||
| Oct 31, 2018 at 19:15 | history | asked | Makogan | CC BY-SA 4.0 |