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April 07, 2008 recommended error handling | ||||
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I use a lot of libraries that have some kind of get_error function (eg. glGetError). What is the recommended way to handle errors with those kind of functions? Maybe let them throw an exception when encountering an error and try-catching the main? (Like in the dsource tutorial) How do you handle your errors? |
April 08, 2008 Re: recommended error handling | ||||
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Posted in reply to Saaa | Saaa wrote: > I use a lot of libraries that have some kind of get_error function (eg. > glGetError). > > What is the recommended way to handle errors with those kind of functions? > Maybe let them throw an exception when encountering an error and > try-catching the main? > (Like in the dsource tutorial) > > How do you handle your errors? I always convert those errors to exceptions, if only for the reason that I want errors to be handled in a uniform way. Take a look at this blog for a sweet way to wrap those functions: http://while-nan.blogspot.com/2007/06/wrapping-functions-for-fun-and-profit.html Where you catch the exception depends on where you could handle it. For example if you can't load a texture, replace it with a standard one and go on. That might be sane or not, it depends. Thus the first question is: how critical is this Exception, should it take down the application or can I somehow repair it and go on? It's also important to distinguish between Errors and Exceptions. Exceptions can occur in a 100% bugfree program, errors are always bugs. I don't think it's reasonable (for me at least) to only check for errors in a debug build, so with errors you might want to log them in a file before shutting down and requesting a bug report from the user in a dialog. |
April 08, 2008 Re: recommended error handling | ||||
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Posted in reply to lutger | Thanks!
>
> I always convert those errors to exceptions, if only for the reason that I
> want errors to be handled in a uniform way. Take a look at this blog for a
> sweet way to wrap those functions:
> http://while-nan.blogspot.com/2007/06/wrapping-functions-for-fun-and-profit.html
>
> Where you catch the exception depends on where you could handle it. For example if you can't load a texture, replace it with a standard one and go on. That might be sane or not, it depends. Thus the first question is: how critical is this Exception, should it take down the application or can I somehow repair it and go on?
>
> It's also important to distinguish between Errors and Exceptions.
> Exceptions
> can occur in a 100% bugfree program, errors are always bugs. I don't think
> it's reasonable (for me at least) to only check for errors in a debug
> build, so with errors you might want to log them in a file before shutting
> down and requesting a bug report from the user in a dialog.
>
>
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