# No compiler error when mistyping gl::ScopedX lines can be very confusing

**URL:** <https://discourse.libcinder.org/t/no-compiler-error-when-mistyping-gl-scopedx-lines-can-be-very-confusing/1144>\
**Category:** Using Cinder\
**Created:** [April 29, 2018, 1:06pm UTC](https://discourse.libcinder.org/t/no-compiler-error-when-mistyping-gl-scopedx-lines-can-be-very-confusing/1144 "2018-04-29T13:06:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![MattijsKnepperse](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.libcinder.org/mattijsknepperse/32/446_2.png) [@MattijsKnepperse](https://discourse.libcinder.org/u/MattijsKnepperse)\
**Post date:** [April 29, 2018, 1:06pm UTC](https://discourse.libcinder.org/t/no-compiler-error-when-mistyping-gl-scopedx-lines-can-be-very-confusing/1144/1 "2018-04-29T13:06:05Z")

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For example I often type

gl::ScopedBlend( GL\_ONE, GL\_ONE\_MINUS\_SRC\_ALPHA );

instead of

gl::ScopedBlend blendScope( GL\_ONE, GL\_ONE\_MINUS\_SRC\_ALPHA );

The compiler will not give me any hint that I did something wrong, but the method will just have no effect. When debugging complex drawing code this can cause a lot of headaches before finally figuring out that the issue was a typo…

Just a heads up, perhaps there is a way to fix this…
