Intermediate C++ Game Programming Tutorial 22

From Chilipedia
Revision as of 05:19, 25 November 2019 by R vdw (Talk | contribs) (Video Timestamp Index)

Jump to: navigation, search

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 trying throwing and catching
  • Exceptions 'bubbling up'
  • Rethrowing with throw
  • catch(...)
  • std::exception and its derivatives
  • Polymorphism in exception handling
  • Exceptions and destructors
  • noexcept and move constuctors vs. standard containers
  • Throw by value, catch by const reference

Video Timestamp Index

Tutorial 22 Part 1

[Expand]
  • Intro: exceptions are the main way of handling errors in C++ 0:10
  • Comparing error handling with and without exceptions 1:40
  • Example code to demonstrate try, throw, catch of a std::runtime_error("...") 3:53
  • Use catch(...) to catch any uncaught excepions 8:55
  • Good practice: only throw exception objects that inherit from the std::exception class 9:51
  • std::exception and its derivatives 10:49
  • Unwinding the stack: what happens to objects when throwing out of scope 13:39
  • Exceptions and destructors 17:17
  • Move semantics and containers 18:34

Tutorial 22 Part 2

  • Exceptions, applied in practice RPG Project Twin in the Chili Framework 0:10
    • A custom class ChiliException was defined (not recommended) that holds message, filename and line number information and virtual functions for information getters defined in derived classes
    • An inner class Graphics::Exception was defined that inherits from ChiliException and adds a data member of type HRESULT> (used in DirectX)
    • The Windows API doesn't use exceptions, so individual tests for every function using FAILED calls are used to throw exceptions. Macros such as CHILI_GFX_EXCEPTION() are used to generate the exceptions
    • In Main.cpp, Chili uses a try{} inside another try{}. The first is used to test if the creation of a MainWindow object succeeds, the second to throw exceptions using wnd.ShowMessageBox() of that MainWindow class
  • The use of macros to generate exceptions 4:22
    • A macro CHILI_GFX_EXCEPTION() is implemented that expands to a constructor for Graphics::Exception(), that also takes two pre-processor defined macros (defined by the compiler):
    - _CRT_WIDE(__FILE__), for the filename
    - __LINE__, for the line number in the code
    • Yu need to use a macro for this to get the line number of each function call at the different throw points (instead of the line number of the function definition)

Extra Discussion

I had an interesting exchange with a viewer, and made a bit of a writeup here: essay time.

Source Code

See also