analysis: FALSE/0 used in pointer context

While this is totally fine (0 in the pointer context will be converted
in the right internal NULL representation, which could be a value with
some bits to 1), I believe it's clearer to use NULL in the pointer
context.

It seems that, in most case, it's more an overlook than a deliberate
choice to use FALSE/0 as NULL, eg. copying a _COGL_GET_CONTEXT (ctx, 0)
or a g_return_val_if_fail (cond, 0) from a function returning a
gboolean.
This commit is contained in:
Damien Lespiau
2010-05-27 08:28:29 +01:00
parent 9d428278f7
commit 52a78a7220
13 changed files with 27 additions and 27 deletions

View File

@ -488,7 +488,7 @@ clutter_value_get_shader_float (const GValue *value,
{
ClutterShaderFloat *shader_float;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), 0);
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), NULL);
shader_float = value->data[0].v_pointer;
@ -520,7 +520,7 @@ clutter_value_get_shader_int (const GValue *value,
{
ClutterShaderInt *shader_int;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), 0);
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), NULL);
shader_int = value->data[0].v_pointer;
@ -552,7 +552,7 @@ clutter_value_get_shader_matrix (const GValue *value,
{
ClutterShaderMatrix *shader_matrix;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), 0);
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), NULL);
shader_matrix = value->data[0].v_pointer;