using textures with shaders

I know how to specify values for shader variables using glUniform() and glGetUniformLocation(), but I was wondering if this is the exact same methodology used to specify values for textures in shader. Would the name passed in glGetUniformLocation() just be the name of the texture in the shader program, and then I’d just pass to glUniform the int id that’s been assigned to the texture?

You use glUniformi() but the integer you pass is the texture unit (GL_TEXTURE0, 1, 2, etc.) to which the texture is bound. So you can change the bound texture and the shader will see the one that’s set in the texture unit.