Difference between revisions of "Intermediate C++ Game Programming Tutorial 22"
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* Intro: exceptions are the main way of handling errors in C++ [https://youtu.be/DMdyz0lrFBI?t=0m10s 0:10] | * Intro: exceptions are the main way of handling errors in C++ [https://youtu.be/DMdyz0lrFBI?t=0m10s 0:10] | ||
** Examples of its usage in the Framework | ** Examples of its usage in the Framework | ||
− | ** Everytime a Direct 3D Function is called, the return value is checked for error codes | + | ** Everytime a Direct 3D Function is called, the return value is checked for error codes and handled |
* [https://youtu.be/DMdyz0lrFBI?t=0m10s 0:10] | * [https://youtu.be/DMdyz0lrFBI?t=0m10s 0:10] | ||
* WORK-IN-PROGRESS | * WORK-IN-PROGRESS |
Revision as of 04:34, 11 November 2019
In this video we learn how to use C++ exceptions to take our error handling to the next level. There is a lot of fear and ignorance surrounding exceptions among "C++ Programmers", and Chili's goal here is to elevate you guys above the shit-tier level to coders who can actually use this feature to its full extent. The second part of this tutorial will give concrete, practical examples of using exceptions in an actual game scenario.
Topics Covered
- Basic exception
try
ingthrow
ing andcatch
ing - Exceptions 'bubbling up'
- Rethrowing with
throw
-
std::exception
and its derivatives - Polymorphism in exception handling
-
catch(...)
- Throw by value, catch by
const
reference - Exceptions and destructors
-
noexcept
and move constuctors vs. standard containers
Video Timestamp Index
- Intro: exceptions are the main way of handling errors in C++ 0:10
- Examples of its usage in the Framework
- Everytime a Direct 3D Function is called, the return value is checked for error codes and handled
- 0:10
- WORK-IN-PROGRESS
Extra Discussion
I had an interesting exchange with a viewer, and made a bit of a writeup here: essay time.