Comments (1)
We are using exceptions and assertions, cause error codes suck much more. Exceptions should be thrown in case of unexpected external events or when a recoverable internal error occurs. Recoverable means that the subsystem that encounters the error should not decide over the termination of the application. For example, even if the sound subsystem collapses, it shouldn't take the whole process with itself, as it has no knowledge of the consequences of such an action. Assertions should be used to willfully terminate the program when a logical or programming error is detected, that would corrupt the process if executed. An example for this is out of bounds indexing, which is not tolerated in high performance native code. Throwing an exception for overindexing hurts performance, disables optimization, and lets the programmer away with an obvious logic flaw. On the other hand, invalid input for a rendering node is dealt with exceptions, as the error is not a logic flaw caused by the programmer, its just a bad input from the user.
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Related Issues (20)
- Track root signatures and PSOs along with resources
- Volatile and non-volatile pipeline resources
- Make forward render parameters optional HOT 1
- Color<T> arithmetic operators return references HOT 1
- Not compiling HOT 1
- DepthReduction
- DepthReductionFinal
- Pipeline refactor HOT 2
- DepthReductionFinal crashes HOT 1
- Add port names to nodes HOT 1
- Make sure nodes work without a directional light in scene
- Dangerous use of statics
- Logo Proposal HOT 2
- Infinite loop/race condition in coro Fence HOT 1
- API and design improvements for gxeng node system
- Make gxeng Scheduler pull-based HOT 1
- Graph Systems for GameLogic
- Hooks/Phases/Stepsfor Simulation HOT 1
- Clean up entity resources HOT 1
- Clean up entity transform HOT 1
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from inline-engine.