Stack unwinding with exception handling & Heaps

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2 comments, last by Elixir 22 years, 10 months ago
Alrighty, I''m starting to design myself a little landscape engine (as if we don''t have enough =P) and wanted to use those oh-so-nice exception handlers, slow as they may be, to keep my project leak free. I know both Unreal and Black&White use this but I''m not sure exactly on the internals of Unreal''s guard/unguard or even how BaW does this. They seem like a great way to debug and if I wanted to stop using them for release, I can just add that to the preprocessor. Can anyone point me to some good links for this sort of exception handling? On a 1/2 related note, what are everyones thoughts on heaps? This seems like a great way to keep memory in check but I worry of forgetting to always use the heap. I''m sure there are other disadvantages as well. Would it be a good idea to use a heap for things such as small data structures? -Thanks
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There''s a book called Exceptional C++ that I believe deals with this topic

I was going to pick it up sometime soon...

Magmai Kai Holmlor
- The disgruntled & disillusioned
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
quote:Original post by Magmai Kai Holmlor
There''s a book called Exceptional C++ that I believe deals with this topic

I was going to pick it up sometime soon...

Magmai Kai Holmlor
- The disgruntled & disillusioned


This book is a actually a bunch of articles put together.

EVERYTHING and more in this book is at that web page :

http://www.gotw.ca/gotw/index.htm

do not forget to read the conversations!!!
For windows stack tracing, look at the Superassert at john robbins bugslayer column on MSDN. Or get his book "Debugging Applications"

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