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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Servant of the Lord

I caught an exception! Yay! Now what?

4 posts in this topic

Sometimes my program catches exceptions from unknown locations, and the what() part of the std::exception doesn't do too much to help me.

Example: [i]basic_string::_S_construct null not valid[/i]

Okay, so a string is be accidentally initialized with NULL somewhere (after googling that poorly worded message).

...

...

...?

Where was the exception thrown from? C++ doesn't have any way to give a strack-trace of the throw? Does C++11 add anything of use here?

I'm using MinGW on Windows 7 32bit. Some options, like Mr Edd's [url="http://www.mr-edd.co.uk/code/dbg"]dbg[/url] library, only seem to support stacktraces if you are the one throwing the exception. But in this case, std::string is throwing it.

Note: Normally I try to catch the exceptions as close to the source as possible, if I know an exception is likely to be thrown in a certain area. However, in this case, it's being caught by my lowest "just catch everything" at the entry of my program.

Also note: I'm sure I can manually locate the cause of the exception within 15 minutes - that's not the issue. I am wondering if there is a better solution, for all future cases. than to manually locating it.
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I'm not sure this really helps you, but Visual C++ allows you to set it to break on the line throwing any exception deriving from std::exception (as well as as lots of windows-specific exceptions).

Maybe gdb has something similar?
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In theory you can install a terminate handler with set_terminate() and call the stack walk in your terminate handler. However, terminate() is only called when you don't handle the exception; if you've got a catch all handler somewhere you'd be out of luck. On Linux you can hook gcc's __cxa_throw, but the way that linking works on Windows makes it much more difficult to do that. If you're willing to go over to the dark side, it's also pretty easy to get a stack trace for an exception on MSVC since it implements it's exceptions on top of SEH.
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