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From: "Daniel K. O." <danielko.lis...@gmail.com>
Date: Sat, 22 Mar 2008 17:28:34 -0300
Local: Sat, Mar 22 2008 4:28 pm
Subject: Re: [ode-users] Re: errorchecking branch
2008/3/22, Oleh Derevenko <o...@eleks.lviv.ua>:
> Currently asserts are customizable. They are non-recoverable. For an application with limited interactivity, like a game, you don't For more interactivity you need to fail gracefully. > User can assign its own assert handler and what he likes: throw and Ok, this is the only "recoverable" way, with the current asserts. But > exception only for an exception-enabled build. And exceptions are always slower (although we can debate about efficiency when things fail...). > call abort That's the only way to use current asserts. > or assign "last error". How can you set the error code when all the handler gets is a string describing the error? > Why are all these complications you started for? Because I need them for an interactive physics environment, where the user is supposed to play with all of ODE. I don't want it aborting, throwing exceptions to C glue code (script language bindings in C). If I have to write checks for everything (say, to catch every exception and translate into proper error handling, hoping nothing inside ODE leaks because of the throw), I seems more useful to have into the core, so others can benefit. -- You must Sign in before you can post messages.
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