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[gameprogrammer] Re: std::string alternative




On 2007/05/21, at 0:39, Kevin Jenkins wrote:

> Didn't you say in your blog that you'd already turned exceptions off,
Kevin?  If it compiled the code then what's the problem?  How do you
know you've got exception overhead even when they're turned off

I don't have overhead, but I have like 6000 warnings in release because I am using Ogre and CEGUI, both of which use a lot of exceptions. It makes it take forever to compile too. I was thinking I might be able to switch them to another string class that was functionally identical.

Do the warnings show up because you aren't HANDLING exceptions or does the compiler throw a warning when it encounters an exception message that it ignores because of the no-exception flag? If the case is that you're not handling them, then what about if you HANDLED them in your code (which seems like a decent bug-checking technique in general), and then for release builds just use the no-exception flag and it sounds like it'll ignore compiling all of the exception code anyway?

Also, was your version of Ogre compiled with exceptions turned off? I'm not an expert on C++ exceptions (probably obvious by now), but it seems logical to me that if you used the no-exception flag then the compiler should ignore any warnings generated because of exception- based code, and if the libraries for the Ogre engine were built without it, then they wouldn't generate any exception-based warnings. Is this wrong? (If so, I apologize for the wasted time, but it's useful to learn, right?)

-- Scott

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