[gameprogrammer] Re: std::string alternative
- From: Scott Harper <lareon@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 21 May 2007 12:25:35 -0600
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
---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html
- References:
- [gameprogrammer] std::string alternative
- From: Kevin Jenkins
- [gameprogrammer] Re: std::string alternative
- From: Dave Slutzkin
- [gameprogrammer] Re: std::string alternative
- From: Kevin Jenkins
- [gameprogrammer] Re: std::string alternative
- From: Dave Slutzkin
- [gameprogrammer] Re: std::string alternative
- From: Matthew Weigel
- [gameprogrammer] Re: std::string alternative
- From: David Olsen
- [gameprogrammer] Re: std::string alternative
- From: Kevin Jenkins
- [gameprogrammer] Re: std::string alternative
- From: Dave Slutzkin
- [gameprogrammer] Re: std::string alternative
- From: Kevin Jenkins
Other related posts:
- » [gameprogrammer] std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
- » [gameprogrammer] Re: std::string alternative
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.
- [gameprogrammer] std::string alternative
- From: Kevin Jenkins
- [gameprogrammer] Re: std::string alternative
- From: Dave Slutzkin
- [gameprogrammer] Re: std::string alternative
- From: Kevin Jenkins
- [gameprogrammer] Re: std::string alternative
- From: Dave Slutzkin
- [gameprogrammer] Re: std::string alternative
- From: Matthew Weigel
- [gameprogrammer] Re: std::string alternative
- From: David Olsen
- [gameprogrammer] Re: std::string alternative
- From: Kevin Jenkins
- [gameprogrammer] Re: std::string alternative
- From: Dave Slutzkin
- [gameprogrammer] Re: std::string alternative
- From: Kevin Jenkins