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Home/ Questions/Q 657397
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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T22:49:09+00:00 2026-05-13T22:49:09+00:00

This question is similar in spirit to : https://stackoverflow.com/questions/492178/links-between-personality-types-and-language-technology-preferences But it is based specifically

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This question is similar in spirit to :

https://stackoverflow.com/questions/492178/links-between-personality-types-and-language-technology-preferences

But it is based specifically on indentation (spaces vs tabs and the number of spaces).

The reason I am asking here instead of searching is because I remember seeing a specific document writing about this. If I remember correctly, it also talked about why Linus prefers eight spaces.

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  1. Editorial Team
    Editorial Team
    2026-05-13T22:49:10+00:00Added an answer on May 13, 2026 at 10:49 pm

    The document you are referring to is, I believe, the Linux Kernel Coding Standard:
    https://computing.llnl.gov/linux/slurm/coding_style.pdf

    Personally, I prefer four spaces, straight up. I try to keep it to 79 characters per line, unless I don’t feel like it or there’s a long string. When parenthetical statements or comments spill, I align the beginning to the next tab stop on the first line (or one past the next indentation level if I have to,) then align thereafter. Here is a sample of some of my code (taken from some random codebase I’m working on.) Notice what I do with that multi-line conditional.

    void R_RecursiveWorldNode (mnode_t *node, int clipflags){
        msurface_t      *surf;
        static vec3_t   oldviewangle,       oldorigin;
        vec3_t          deltaorigin,        net_movement_angle;
        float           len_deltaorigin;
        float           movement_view_diff; //difference between the net movement
                                            //angle and the view angle (0 when
                                            //movement during frame was straight
                                            //ahead.)
    
        VectorSubtract (r_origin, oldorigin, deltaorigin);
        len_deltaorigin = abs(len_deltaorigin);
    
        VectorCopy (deltaorigin, net_movement_angle);
        VectorNormalize(net_movement_angle);
    
        VectorSubtract (net_movement_angle, vpn, net_movement_angle);
        movement_view_diff = abs (movement_view_diff);
    
    
        // if we have either a new PVS or a significant amount of 
        // movement/rotation, we should actually recurse the BSP again.
        if (        (r_oldviewcluster != r_viewcluster && r_viewcluster != -1)  ||
                    len_deltaorigin > 12.0 || vpn[YAW] != oldviewangle[YAW]     ||
                    movement_view_diff > 1.0    ) {
            VectorCopy (vpn, oldviewangle);
            VectorCopy (r_origin, oldorigin);
            r_ordinary_surfaces = NULL;
            r_alpha_surfaces = NULL;
            r_special_surfaces = NULL;
            __R_RecursiveWorldNode (node, clipflags);
        } 
    
        surf = r_ordinary_surfaces;
        while (surf){
            GL_RenderLightmappedPoly( surf );
            surf = surf->ordinarychain;
        }
    }
    

    This comes, I think, from being a Python programmer. It’s C equivalent of the default indentation scheme in the IDLE editor which I used to use a lot.

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