ASSERT(3)

πŸ“¦ version 4.4.3.1, in fedora 43, fedora 44

πŸ’– ASSERT(3) β€” the debugging helper macro, bestie edition πŸ’–

okay so this is ASSERT, from the Allegro manual, section 3. it's a debugging helper macro in the Allegro game programming library. she's little. she's mighty. she does nothing 99% of the time and then saves your whole entire life. πŸŽ€


✨ SYNOPSIS ✨

#include <allegro.h>

void ASSERT(condition);

🌸 DESCRIPTION 🌸

bestie. listen. ASSERT is a debugging helper macro, and the way it works is genuinely so iconic: normally it compiles away to nothing. like, poof. gone. zero cost. not even a vibe check. πŸ’…

BUT β€” and this is the plot twist β€” if you defined the preprocessor symbol DEBUGMODE before including the Allegro headers, then it will actually check the condition you handed it, and if that condition fails, it calls al_assert(). and al_assert()'s default action? stop the program. and report the assert. that's it. that's the whole dramatic arc. πŸ’€

oh and the best part? you can use this macro even when Allegro has not been initialised. no init, no setup, no nothing. she just works. main character energy fr fr. πŸ‘‘

okay example time, look at this:

#define DEBUGMODE
#include
...
void my_blitter(BITMAP *source, int flags)
{
   int some_variables;
   ASSERT(source != NULL);
   ASSERT(flags & GAME_RUNNING);
   ...
}

see how DEBUGMODE is defined up top, before the include? that's the whole trick. and then inside the function you just sprinkle your ASSERTs wherever you're feeling paranoid, and in a normal build they vanish into the void, but in a debug build they'll yell at you the second something's wrong. obsessed. ✨


πŸ¦‹ SEE ALSO πŸ¦‹


that's the page!! go assert something, bestie, you deserve it 🫢

this was Allegro, version 4.4.3 β€” writing to you straight from the Allegro manual, section 3, no date on the tin, just vibes. bye bye πŸŒˆβœ¨πŸ’–

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