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	<title>Comments on: Levigating the wheel - Error handling</title>
	<link>http://v3.kazzuya.com/levigating-the-wheel-error-handling/</link>
	<description>DFWBL !!!</description>
	<pubDate>Fri, 18 May 2012 14:39:53 +0000</pubDate>
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		<title>by: Rince</title>
		<link>http://v3.kazzuya.com/levigating-the-wheel-error-handling/#comment-292</link>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid>http://v3.kazzuya.com/levigating-the-wheel-error-handling/#comment-292</guid>
					<description>We use assert for catching errors since in most cases you probably dont want to carry on with the execution if error is encountered. standar c assert( ) only works in debug builds so we have:&lt;BR/&gt;&lt;BR/&gt;#define ASSERT(x) if(!(x)) { DebugAssertFail(#x, __FILE__, __LINE__);   asm(&quot;breakc 0&quot;); };&lt;BR/&gt;&lt;BR/&gt;and then:&lt;BR/&gt;&lt;BR/&gt;void DebugAssertFail(const char *pExpression, const char *pFileString, int LineNumber)&lt;BR/&gt;{&lt;BR/&gt;  char temp[256];&lt;BR/&gt;  sprintf(temp, &quot;assert failed: %s, %s, %d\n&quot;, pExpression, pFileString, LineNumber);&lt;BR/&gt;  printf(temp);&lt;BR/&gt;  &lt;BR/&gt;}</description>
		<content:encoded><![CDATA[<p>We use assert for catching errors since in most cases you probably dont want to carry on with the execution if error is encountered. standar c assert( ) only works in debug builds so we have:<BR/><BR/>#define ASSERT(x) if(!(x)) { DebugAssertFail(#x, __FILE__, __LINE__);   asm(&#8221;breakc 0&#8243;); };<BR/><BR/>and then:<BR/><BR/>void DebugAssertFail(const char *pExpression, const char *pFileString, int LineNumber)<BR/>{<BR/>  char temp[256];<BR/>  sprintf(temp, &#8220;assert failed: %s, %s, %d\n&#8221;, pExpression, pFileString, LineNumber);<BR/>  printf(temp);<BR/>  <BR/>}
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		<title>by: Davide Pasca</title>
		<link>http://v3.kazzuya.com/levigating-the-wheel-error-handling/#comment-293</link>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid>http://v3.kazzuya.com/levigating-the-wheel-error-handling/#comment-293</guid>
					<description>I guess that generally in a game there isn't really much need for fault tollerance. It's mostly a problem with applications.. but unfortunately it's also a problem with network gaming.. where one must be ready to handle all sort of connection issues.&lt;BR/&gt;Facking Internet !</description>
		<content:encoded><![CDATA[<p>I guess that generally in a game there isn&#8217;t really much need for fault tollerance. It&#8217;s mostly a problem with applications.. but unfortunately it&#8217;s also a problem with network gaming.. where one must be ready to handle all sort of connection issues.<BR/>Facking Internet !
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