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digitalmars.D.learn - recommended error handling

reply "Saaa" <empty needmail.com> writes:
 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?
Apr 07 2008
parent reply lutger <lutger.blijdestijn gmail.com> writes:
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.
Apr 08 2008
parent "Saaa" <empty needmail.com> writes:
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.

 

Apr 08 2008