Related
First of all, if someone can reword the question to make it clearer, please do.
A common occurrence in C programming is having several resources to be initialized/allocated in a specific order. Each resource is a prerequisite for the initialization of subsequent ones. If one of the steps fails, the leftover resources from previous steps must be de-allocated. Ideal pseudocode (utilizing a magically generic pure-unobtainium clean_up_and_abort() function) would look approximately as follows:
err=alloc_a()
if(err)
clean_up_and_abort()
err=alloc_b()
if(err)
clean_up_and_abort()
err=alloc_c()
if(err)
clean_up_and_abort()
// ...
profit()
I have seen several ways of handling this, all of them seem to have significant drawbacks, at least in terms of what people tend to consider "good practice".
What is are the most readable and least error-prone ways of structuring the code when handling this situation? Efficiency is preferred, but a reasonable amount of efficiency can be sacrificed for the sake of readability. Please list advantages and drawbacks. Answers discussing multiple methods are welcome.
The goal is to hopefully end up with a set of several preferred methods for solving this problem.
I'll start with some of the methods I've already seen, please comment on them and add others.
The three most common methods I've seen so far:
1: Nested if-statements (without multiple returns for the SESE purists). With a long chain of prerequisites, this gets out of hand fast. IMO, even in simple cases this is a readability disaster and has no real advantages. I am including it because I see people do this (too) often.
uint32_t init_function() {
uint32_t erra, errb, errc, status;
A *a;
B *b;
C *c;
erra = alloc_a(&a);
if(erra) {
status = INIT_FAIL_A;
} else {
errb = alloc_b(&b);
if(errb) {
dealloc_a(&a);
status = INIT_FAIL_B;
} else {
errc = alloc_c();
if(errc) {
dealloc_b(&b);
dealloc_a(&a);
status = INIT_FAIL_C;
} else {
profit(a,b,c);
status = INIT_SUCCESS;
}
}
}
// Single return.
return status;
}
2: Multiple returns. This is my preferred method right now. THe logic is easy to follow but it's still dangerous because cleanup code has to be duplicated and it's easy to forget to deallocate something in one of the cleanup sections.
uint32_t init_function() {
uint32_t err;
A *a;
B *b;
C *c;
err = alloc_a(&a);
if(err) {
return INIT_FAIL_A;
}
err = alloc_b(&b);
if(err) {
dealloc_a(&a);
return INIT_FAIL_B;
}
err = alloc_c(&c);
if(err) {
dealloc_b(&b);
dealloc_a(&a);
return INIT_FAIL_C;
}
profit(a,b,c);
return INIT_SUCCESS;
}
3: GOTO. Many people don't like goto on principle, but this is one of the standard arguments for a valid use of goto in C programming. The advantage is that it's hard to forget a cleanup step and there is no copypasting.
uint32_t init_function() {
uint32_t status;
uint32_t err;
A *a;
B *b;
C *c;
err = alloc_a(&a);
if(err) {
status = INIT_FAIL_A;
goto LBL_FAIL_A;
}
err = alloc_b(&b);
if(err) {
status = INIT_FAIL_B;
goto LBL_FAIL_B;
}
err = alloc_c(&c);
if(err) {
status = INIT_FAIL_C;
goto LBL_FAIL_C;
}
profit(a,b,c);
status = INIT_SUCCESS;
goto LBL_SUCCESS;
LBL_FAIL_C:
dealloc_b(&b);
LBL_FAIL_B:
dealloc_a(&a);
LBL_FAIL_A:
LBL_SUCCESS:
return status;
}
Anything else I did not mention?
4: Global variables, woohoo!!! Because everybody loves global variables, just like they love goto. But seriously, if you limit the scope of the variables to file scope (using the static keyword) then it's not that bad. Side note: the cleanup function takes/returns the error code unchanged, so as to declutter the code in the init_function.
static A *a = NULL;
static B *b = NULL;
static C *c = NULL;
uint32_t cleanup( uint32_t errcode )
{
if ( c )
dealloc_c(&c);
if ( b )
dealloc_b(&b);
if ( a )
dealloc_a(&a);
return errcode;
}
uint32_t init_function( void )
{
if ( alloc_a(&a) != SUCCESS )
return cleanup(INIT_FAIL_A);
if ( alloc_b(&b) != SUCCESS )
return cleanup(INIT_FAIL_B);
if ( alloc_c(&c) != SUCCESS )
return cleanup(INIT_FAIL_C);
profit(a,b,c);
return INIT_SUCCESS;
}
5: Faux OOP. For those who can't handle the truth (that global variables are actually useful in C programs), you can take the C++ approach. C++ takes all of the global variables, puts them into a structure, and calls them "member" variables. And somehow that makes everybody happy.
The trick is to pass a pointer to the structure to all of the functions, as the first argument. C++ does this behind the scenes, in C you have to do it explicitly. I call the pointer that so as to avoid conflicts/confusion with this.
// define a class (uhm, struct) with status, a cleanup method, and other stuff as needed
typedef struct stResources
{
char *status;
A *a;
B *b;
C *c;
void (*cleanup)(struct stResources *that);
}
stResources;
// the cleanup method frees all resources, and frees the struct
void cleanup( stResources *that )
{
if ( that->c )
dealloc_c( &that->c );
if ( that->b )
dealloc_b( &that->b );
if ( that->a )
dealloc_a( &that->a );
free( that );
}
// the init function returns a pointer to the struct, or NULL if the calloc fails
// the status member variable indicates whether initialization succeeded, NULL is success
stResources *init_function( void )
{
stResources *that = calloc( 1, sizeof(stResources) );
if ( !that )
return NULL;
that->cleanup = cleanup;
that->status = "Item A is out to lunch";
if ( alloc_a( &that->a ) != SUCCESS )
return that;
that->status = "Item B is never available when you need it";
if ( alloc_b( &that->b ) != SUCCESS )
return that;
that->status = "Item C is being hogged by some other process";
if ( alloc_c( &that->c ) != SUCCESS )
return that;
that->status = NULL; // NULL is success
return that;
}
int main( void )
{
// create the resources
stResources *resources = init_function();
// use the resources
if ( !resources )
printf( "Buy more memory already\n" );
else if ( resources->status != NULL )
printf( "Uhm yeah, so here's the deal: %s\n", resources->status );
else
profit( resources->a, resources->b, resources->c );
// free the resources
if ( resources )
resources->cleanup( resources );
}
6. setjmp() and longjmp() for simulating exceptions and scoped flow control.
Please don’t do this.
I was thinking today about the try/catch blocks existent in another languages. Googled for a while this but with no result. From what I know, there is not such a thing as try/catch in C. However, is there a way to "simulate" them?
Sure, there is assert and other tricks but nothing like try/catch, that also catch the raised exception. Thank you
C itself doesn't support exceptions but you can simulate them to a degree with setjmp and longjmp calls.
static jmp_buf s_jumpBuffer;
void Example() {
if (setjmp(s_jumpBuffer)) {
// The longjmp was executed and returned control here
printf("Exception happened here\n");
} else {
// Normal code execution starts here
Test();
}
}
void Test() {
// Rough equivalent of `throw`
longjmp(s_jumpBuffer, 42);
}
This website has a nice tutorial on how to simulate exceptions with setjmp and longjmp
http://www.di.unipi.it/~nids/docs/longjump_try_trow_catch.html
You use goto in C for similar error handling situations.
That is the closest equivalent of exceptions you can get in C.
Ok, I couldn't resist replying to this. Let me first say I don't think it's a good idea to simulate this in C as it really is a foreign concept to C.
We can use abuse the preprocessor and local stack variables to give use a limited version of C++ try/throw/catch.
Version 1 (local scope throws)
#include <stdbool.h>
#define try bool __HadError=false;
#define catch(x) ExitJmp:if(__HadError)
#define throw(x) {__HadError=true;goto ExitJmp;}
Version 1 is a local throw only (can't leave the function's scope). It does rely on C99's ability to declare variables in code (it should work in C89 if the try is first thing in the function).
This function just makes a local var so it knows if there was an error and uses a goto to jump to the catch block.
For example:
#include <stdio.h>
#include <stdbool.h>
#define try bool __HadError=false;
#define catch(x) ExitJmp:if(__HadError)
#define throw(x) {__HadError=true;goto ExitJmp;}
int main(void)
{
try
{
printf("One\n");
throw();
printf("Two\n");
}
catch(...)
{
printf("Error\n");
}
return 0;
}
This works out to something like:
int main(void)
{
bool HadError=false;
{
printf("One\n");
{
HadError=true;
goto ExitJmp;
}
printf("Two\n");
}
ExitJmp:
if(HadError)
{
printf("Error\n");
}
return 0;
}
Version 2 (scope jumping)
#include <stdbool.h>
#include <setjmp.h>
jmp_buf *g__ActiveBuf;
#define try jmp_buf __LocalJmpBuff;jmp_buf *__OldActiveBuf=g__ActiveBuf;bool __WasThrown=false;g__ActiveBuf=&__LocalJmpBuff;if(setjmp(__LocalJmpBuff)){__WasThrown=true;}else
#define catch(x) g__ActiveBuf=__OldActiveBuf;if(__WasThrown)
#define throw(x) longjmp(*g__ActiveBuf,1);
Version 2 is a lot more complex but basically works the same way. It uses a
long jump out of the current function to the try block. The try block then
uses an if/else to skip the code block to the catch block which check the local
variable to see if it should catch.
The example expanded again:
jmp_buf *g_ActiveBuf;
int main(void)
{
jmp_buf LocalJmpBuff;
jmp_buf *OldActiveBuf=g_ActiveBuf;
bool WasThrown=false;
g_ActiveBuf=&LocalJmpBuff;
if(setjmp(LocalJmpBuff))
{
WasThrown=true;
}
else
{
printf("One\n");
longjmp(*g_ActiveBuf,1);
printf("Two\n");
}
g_ActiveBuf=OldActiveBuf;
if(WasThrown)
{
printf("Error\n");
}
return 0;
}
This uses a global pointer so the longjmp() knows what try was last run.
We are using abusing the stack so child functions can also have a try/catch block.
Using this code has a number of down sides (but is a fun mental exercise):
It will not free allocated memory as there are no deconstructors being called.
You can't have more than 1 try/catch in a scope (no nesting)
You can't actually throw exceptions or other data like in C++
Not thread safe at all
You are setting up other programmers for failure because they will likely not notice the hack and try using them like C++ try/catch blocks.
In C99, you can use setjmp/longjmp for non-local control flow.
Within a single scope, the generic, structured coding pattern for C in the presence of multiple resource allocations and multiple exits uses goto, like in this example. This is similar to how C++ implements destructor calls of automatic objects under the hood, and if you stick to this diligently, it should allow you for a certain degree of cleanness even in complex functions.
While some of the other answers have covered the simple cases using setjmp and longjmp, in a real application there's two concerns that really matter.
Nesting of try/catch blocks. Using a single global variable for your jmp_buf will make these not work.
Threading. A single global variable for you jmp_buf will cause all kinds of pain in this situation.
The solution to these is to maintain a thread-local stack of jmp_buf that get updated as you go. (I think this is what lua uses internally).
So instead of this (from JaredPar's awesome answer)
static jmp_buf s_jumpBuffer;
void Example() {
if (setjmp(s_jumpBuffer)) {
// The longjmp was executed and returned control here
printf("Exception happened\n");
} else {
// Normal code execution starts here
Test();
}
}
void Test() {
// Rough equivalent of `throw`
longjump(s_jumpBuffer, 42);
}
You'd use something like:
#define MAX_EXCEPTION_DEPTH 10;
struct exception_state {
jmp_buf s_jumpBuffer[MAX_EXCEPTION_DEPTH];
int current_depth;
};
int try_point(struct exception_state * state) {
if(current_depth==MAX_EXCEPTION_DEPTH) {
abort();
}
int ok = setjmp(state->jumpBuffer[state->current_depth]);
if(ok) {
state->current_depth++;
} else {
//We've had an exception update the stack.
state->current_depth--;
}
return ok;
}
void throw_exception(struct exception_state * state) {
longjump(state->current_depth-1,1);
}
void catch_point(struct exception_state * state) {
state->current_depth--;
}
void end_try_point(struct exception_state * state) {
state->current_depth--;
}
__thread struct exception_state g_exception_state;
void Example() {
if (try_point(&g_exception_state)) {
catch_point(&g_exception_state);
printf("Exception happened\n");
} else {
// Normal code execution starts here
Test();
end_try_point(&g_exception_state);
}
}
void Test() {
// Rough equivalent of `throw`
throw_exception(g_exception_state);
}
Again a more realistic version of this would include some way to store error information into the exception_state, better handling of MAX_EXCEPTION_DEPTH (maybe using realloc to grow the buffer, or something like that).
DISCLAIMER: The above code was written without any testing whatsoever. It is purely so you get an idea of how to structure things. Different systems and different compilers will need to implement the thread local storage differently. The code probably contains both compile errors and logic errors - so while you're free to use it as you choose, TEST it before using it ;)
This is another way to do error handling in C which is more performant than using setjmp/longjmp. Unfortunately, it will not work with MSVC but if using only GCC/Clang is an option, then you might consider it. Specifically, it uses the "label as value" extension, which allows you to take the address of a label, store it in a value and and jump to it unconditionally. I'll present it using an example:
GameEngine *CreateGameEngine(GameEngineParams const *params)
{
/* Declare an error handler variable. This will hold the address
to jump to if an error occurs to cleanup pending resources.
Initialize it to the err label which simply returns an
error value (NULL in this example). The && operator resolves to
the address of the label err */
void *eh = &&err;
/* Try the allocation */
GameEngine *engine = malloc(sizeof *engine);
if (!engine)
goto *eh; /* this is essentially your "throw" */
/* Now make sure that if we throw from this point on, the memory
gets deallocated. As a convention you could name the label "undo_"
followed by the operation to rollback. */
eh = &&undo_malloc;
/* Now carry on with the initialization. */
engine->window = OpenWindow(...);
if (!engine->window)
goto *eh; /* The neat trick about using approach is that you don't
need to remember what "undo" label to go to in code.
Simply go to *eh. */
eh = &&undo_window_open;
/* etc */
/* Everything went well, just return the device. */
return device;
/* After the return, insert your cleanup code in reverse order. */
undo_window_open: CloseWindow(engine->window);
undo_malloc: free(engine);
err: return NULL;
}
If you so wish, you could refactor common code in defines, effectively implementing your own error-handling system.
/* Put at the beginning of a function that may fail. */
#define declthrows void *_eh = &&err
/* Cleans up resources and returns error result. */
#define throw goto *_eh
/* Sets a new undo checkpoint. */
#define undo(label) _eh = &&undo_##label
/* Throws if [condition] evaluates to false. */
#define check(condition) if (!(condition)) throw
/* Throws if [condition] evaluates to false. Then sets a new undo checkpoint. */
#define checkpoint(label, condition) { check(condition); undo(label); }
Then the example becomes
GameEngine *CreateGameEngine(GameEngineParams const *params)
{
declthrows;
/* Try the allocation */
GameEngine *engine = malloc(sizeof *engine);
checkpoint(malloc, engine);
/* Now carry on with the initialization. */
engine->window = OpenWindow(...);
checkpoint(window_open, engine->window);
/* etc */
/* Everything went well, just return the device. */
return device;
/* After the return, insert your cleanup code in reverse order. */
undo_window_open: CloseWindow(engine->window);
undo_malloc: free(engine);
err: return NULL;
}
A quick google search yields kludgey solutions such as this that use setjmp/longjmp as others have mentioned. Nothing as straightforward and elegant as C++/Java's try/catch. I'm rather partial to Ada's exception handling myself.
Check everything with if statements :)
This can be done with setjmp/longjmp in C. P99 has a quite comfortable toolset for this that also is consistent with the new thread model of C11.
In C, you can "emulate" exceptions along with automatic "object reclamation" through manual use of if + goto for explicit error handling.
I often write C code like the following (boiled down to highlight error handling):
#include <assert.h>
typedef int errcode;
errcode init_or_fail( foo *f, goo *g, poo *p, loo *l )
{
errcode ret = 0;
if ( ( ret = foo_init( f ) ) )
goto FAIL;
if ( ( ret = goo_init( g ) ) )
goto FAIL_F;
if ( ( ret = poo_init( p ) ) )
goto FAIL_G;
if ( ( ret = loo_init( l ) ) )
goto FAIL_P;
assert( 0 == ret );
goto END;
/* error handling and return */
/* Note that we finalize in opposite order of initialization because we are unwinding a *STACK* of initialized objects */
FAIL_P:
poo_fini( p );
FAIL_G:
goo_fini( g );
FAIL_F:
foo_fini( f );
FAIL:
assert( 0 != ret );
END:
return ret;
}
This is completely standard ANSI C, separates the error handling away from your mainline code, allows for (manual) stack unwinding of initialized objects much like C++ does, and it is completely obvious what is happening here. Because you are explicitly testing for failure at each point it does make it easier to insert specific logging or error handling at each place an error can occur.
If you don't mind a little macro magic, then you can make this more concise while doing other things like logging errors with stack traces. For example:
#include <assert.h>
#include <stdio.h>
#include <string.h>
#define TRY( X, LABEL ) do { if ( ( X ) ) { fprintf( stderr, "%s:%d: Statement '%s' failed! %d, %s\n", __FILE__, __LINE__, #X, ret, strerror( ret ) ); goto LABEL; } while ( 0 )
typedef int errcode;
errcode init_or_fail( foo *f, goo *g, poo *p, loo *l )
{
errcode ret = 0;
TRY( ret = foo_init( f ), FAIL );
TRY( ret = goo_init( g ), FAIL_F );
TRY( ret = poo_init( p ), FAIL_G );
TRY( ret = loo_init( l ), FAIL_P );
assert( 0 == ret );
goto END;
/* error handling and return */
FAIL_P:
poo_fini( p );
FAIL_G:
goo_fini( g );
FAIL_F:
foo_fini( f );
FAIL:
assert( 0 != ret );
END:
return ret;
}
Of course, this isn't as elegant as C++ exceptions + destructors. For example, nesting multiple error handling stacks within one function this way isn't very clean. Instead, you'd probably want to break those out into self contained sub functions that similarly handle errors, initialize + finalize explicitly like this.
This also only works within a single function and won't keep jumping up the stack unless higher level callers implement similar explicit error handling logic, whereas a C++ exception will just keep jumping up the stack until it finds an appropriate handler. Nor does it allow you to throw an arbitrary type, but instead only an error code.
Systematically coding this way (i.e. - with a single entry and single exit point) also makes it very easy to insert pre and post ("finally") logic that will execute no matter what. You just put your "finally" logic after the END label.
Warning: the following is not very nice but it does the job.
#include <stdio.h>
#include <stdlib.h>
typedef struct {
unsigned int id;
char *name;
char *msg;
} error;
#define _printerr(e, s, ...) fprintf(stderr, "\033[1m\033[37m" "%s:%d: " "\033[1m\033[31m" e ":" "\033[1m\033[37m" " ‘%s_error’ " "\033[0m" s "\n", __FILE__, __LINE__, (*__err)->name, ##__VA_ARGS__)
#define printerr(s, ...) _printerr("error", s, ##__VA_ARGS__)
#define printuncaughterr() _printerr("uncaught error", "%s", (*__err)->msg)
#define _errordef(n, _id) \
error* new_##n##_error_msg(char* msg) { \
error* self = malloc(sizeof(error)); \
self->id = _id; \
self->name = #n; \
self->msg = msg; \
return self; \
} \
error* new_##n##_error() { return new_##n##_error_msg(""); }
#define errordef(n) _errordef(n, __COUNTER__ +1)
#define try(try_block, err, err_name, catch_block) { \
error * err_name = NULL; \
error ** __err = & err_name; \
void __try_fn() try_block \
__try_fn(); \
void __catch_fn() { \
if (err_name == NULL) return; \
unsigned int __##err_name##_id = new_##err##_error()->id; \
if (__##err_name##_id != 0 && __##err_name##_id != err_name->id) \
printuncaughterr(); \
else if (__##err_name##_id != 0 || __##err_name##_id != err_name->id) \
catch_block \
} \
__catch_fn(); \
}
#define throw(e) { *__err = e; return; }
_errordef(any, 0)
Usage:
errordef(my_err1)
errordef(my_err2)
try ({
printf("Helloo\n");
throw(new_my_err1_error_msg("hiiiii!"));
printf("This will not be printed!\n");
}, /*catch*/ any, e, {
printf("My lovely error: %s %s\n", e->name, e->msg);
})
printf("\n");
try ({
printf("Helloo\n");
throw(new_my_err2_error_msg("my msg!"));
printf("This will not be printed!\n");
}, /*catch*/ my_err2, e, {
printerr("%s", e->msg);
})
printf("\n");
try ({
printf("Helloo\n");
throw(new_my_err1_error());
printf("This will not be printed!\n");
}, /*catch*/ my_err2, e, {
printf("Catch %s if you can!\n", e->name);
})
Output:
Helloo
My lovely error: my_err1 hiiiii!
Helloo
/home/naheel/Desktop/aa.c:28: error: ‘my_err2_error’ my msg!
Helloo
/home/naheel/Desktop/aa.c:38: uncaught error: ‘my_err1_error’
Keep on mind that this is using nested functions and __COUNTER__. You'll be on the safe side if you're using gcc.
Redis use goto to simulate try/catch, IMHO it is very clean and elegant:
/* Save the DB on disk. Return REDIS_ERR on error, REDIS_OK on success. */
int rdbSave(char *filename) {
char tmpfile[256];
FILE *fp;
rio rdb;
int error = 0;
snprintf(tmpfile,256,"temp-%d.rdb", (int) getpid());
fp = fopen(tmpfile,"w");
if (!fp) {
redisLog(REDIS_WARNING, "Failed opening .rdb for saving: %s",
strerror(errno));
return REDIS_ERR;
}
rioInitWithFile(&rdb,fp);
if (rdbSaveRio(&rdb,&error) == REDIS_ERR) {
errno = error;
goto werr;
}
/* Make sure data will not remain on the OS's output buffers */
if (fflush(fp) == EOF) goto werr;
if (fsync(fileno(fp)) == -1) goto werr;
if (fclose(fp) == EOF) goto werr;
/* Use RENAME to make sure the DB file is changed atomically only
* if the generate DB file is ok. */
if (rename(tmpfile,filename) == -1) {
redisLog(REDIS_WARNING,"Error moving temp DB file on the final destination: %s", strerror(errno));
unlink(tmpfile);
return REDIS_ERR;
}
redisLog(REDIS_NOTICE,"DB saved on disk");
server.dirty = 0;
server.lastsave = time(NULL);
server.lastbgsave_status = REDIS_OK;
return REDIS_OK;
werr:
fclose(fp);
unlink(tmpfile);
redisLog(REDIS_WARNING,"Write error saving DB on disk: %s", strerror(errno));
return REDIS_ERR;
}
If you're using C with Win32, you can leverage its Structured Exception Handling (SEH) to simulate try/catch.
If you're using C in platforms that don't support setjmp() and longjmp(), have a look at this Exception Handling of pjsip library, it does provide its own implementation
After studying the answers given above, I set up a system that automatically handles nested exceptions well. Here is the code I wrote to test my system:
#include "MyOtherTricks.h"
#include "Exceptions.h"
void Testing_InnerMethod();
void Testing_PossibleExceptionThrower();
void TestExceptionHandling()
{
try
{
Testing_InnerMethod();
Say("The inner method exited without an exception.");
}
catch (Exception)
{
Say("I caught an Exception that the inner method did not catch.");
}
end_try
}
void Testing_InnerMethod()
{
try
{
Say("I am in a try block.");
Testing_PossibleExceptionThrower();
Say("The possible exception thrower didn't throw an exception.");
}
catch (ExceptionSubtype1)
Say("I caught an exception, subtype 1.");
catch (ExceptionSubtype2)
{
Say("I caught an exception, subtype 2.");
Say("I will now rethrow it.");
throw(exception);
}
end_try
}
void Testing_PossibleExceptionThrower()
{
Say("Here is the possible exception thrower.");
throw(new(ExceptionSubtype2)); // To further test exception handling, replace ExceptionSubtype2 in this line with Exception or ExceptionSubtype1, or comment out this line entirely.
Say("No, I won't throw an exception!");
}
The example code relies on two files, Exceptions.h and Exceptions.c. Here is Exceptions.h:
#include <setjmp.h>
extern jmp_buf* Exception_Handler;
#define try do \
{ \
jmp_buf* outerExceptionHandler = Exception_Handler; \
jmp_buf exceptionHandler; \
Exception_Handler = &exceptionHandler; \
Exception exception = (Exception)setjmp(exceptionHandler); \
if (exception != 0) Exception_Handler = outerExceptionHandler; \
if (exception == 0) \
{ \
// The try block goes here. It must not include a return statement or anything else that exits the try...end_try block, because then the outer exception handler will not be restored.
#define catch(exceptionType) Exception_Handler = outerExceptionHandler; \
} \
else if (Object_IsSomeTypeOf(exception, exceptionType)) \
{
// The catch block goes here. It may include a return statement or anything else that exits the try...end_try block. A break statement will exit only the try...end_try block.
#define end_try } \
else \
throw(exception); \
} while(0);
void throw(Exception exception);
And here is Exceptions.c:
#include "MyOtherTricks.h"
#include "Exceptions.h"
jmp_buf* Exception_Handler = 0;
void throw(Exception exception)
{
if (Exception_Handler == 0) FailBecause("Uncaught exception.");
longjmp(*Exception_Handler, (int)exception);
}
Note that this code references some additional methods that I'm not including here (because class inheritance in C is off-topic). To make this code work for you, you'll have to understand this code well enough to replace a few things. In particular, if you want to distinguish between different types of exceptions, you'll need to realize that this code assumes that Object_IsSomeTypeOf(new(ExceptionSubtype1), Exception) returns true and Object_IsSomeTypeOf(new(ExceptionSubtype1), ExceptionSubtype2) returns false, and you'll need to either make your own version of my Object_IsSomeTypeOf macro or replace it with something else.
Perhaps not a major language (unfortunately), but in APL, theres the ⎕EA operation (stand for Execute Alternate).
Usage:
'Y' ⎕EA 'X'
where X and Y are either code snippets supplied as strings or function names.
If X runs into an error, Y (usually error-handling) will be executed instead.
I'm trying to learn C by writing a simple parser / compiler. So far its been a very enlightening experience, however coming from a strong background in C# I'm having some problems adjusting - in particular to the lack of exceptions.
Now I've read Cleaner, more elegant, and harder to recognize and I agree with every word in that article; In my C# code I avoid throwing exceptions whenever possible, however now that I'm faced with a world where I can't throw exceptions my error handling is completely swamping the otherwise clean and easy-to-read logic of my code.
At the moment I'm writing code which needs to fail fast if there is a problem, and it also potentially deeply nested - I've settled on a error handling pattern whereby "Get" functions return NULL on an error, and other functions return -1 on failure. In both cases the function that fails calls NS_SetError() and so all the calling function needs to do is to clean up and immediately return on a failure.
My issue is that the number of if (Action() < 0) return -1; statements that I have is doing my head in - it's very repetitive and completely obscures the underlying logic. I've ended up creating myself a simple macro to try and improve the situation, for example:
#define NOT_ERROR(X) if ((X) < 0) return -1
int NS_Expression(void)
{
NOT_ERROR(NS_Term());
NOT_ERROR(Emit("MOVE D0, D1\n"));
if (strcmp(current->str, "+") == 0)
{
NOT_ERROR(NS_Add());
}
else if (strcmp(current->str, "-") == 0)
{
NOT_ERROR(NS_Subtract());
}
else
{
NS_SetError("Expected: operator");
return -1;
}
return 0;
}
Each of the functions NS_Term, NS_Add and NS_Subtract do a NS_SetError() and return -1 in the case of an error - its better, but it still feels like I'm abusing macros and doesn't allow for any cleanup (some functions, in particular Get functions that return a pointer, are more complex and require clean-up code to be run).
Overall it just feels like I'm missing something - despite the fact that error handling in this way is supposedly easier to recognize, In many of my functions I'm really struggling to identify whether or not errors are being handled correctly:
Some functions return NULL on an error
Some functions return < 0 on an error
Some functions never produce an error
My functions do a NS_SetError(), but many other functions don't.
Is there a better way that I can structure my functions, or does everyone else also have this problem?
Also is having Get functions (that return a pointer to an object) return NULL on an error a good idea, or is it just confusing my error handling?
It's a bigger problem when you have to repeat the same finalizing code before each return from an error. In such cases it is widely accepted to use goto:
int func ()
{
if (a() < 0) {
goto failure_a;
}
if (b() < 0) {
goto failure_b;
}
if (c() < 0) {
goto failure_c;
}
return SUCCESS;
failure_c:
undo_b();
failure_b:
undo_a();
failure_a:
return FAILURE;
}
You can even create your own macros around this to save you some typing, something like this (I haven't tested this though):
#define CALL(funcname, ...) \
if (funcname(__VA_ARGS__) < 0) { \
goto failure_ ## funcname; \
}
Overall, it is a much cleaner and less redundant approach than the trivial handling:
int func ()
{
if (a() < 0) {
return FAILURE;
}
if (b() < 0) {
undo_a();
return FAILURE;
}
if (c() < 0) {
undo_b();
undo_a();
return FAILURE;
}
return SUCCESS;
}
As an additional hint, I often use chaining to reduce the number of if's in my code:
if (a() < 0 || b() < 0 || c() < 0) {
return FAILURE;
}
Since || is a short-circuit operator, the above would substitute three separate if's. Consider using chaining in a return statement as well:
return (a() < 0 || b() < 0 || c() < 0) ? FAILURE : SUCCESS;
One technique for cleanup is to use an while loop that will never actually iterate. It gives you goto without using goto.
#define NOT_ERROR(x) if ((x) < 0) break;
#define NOT_NULL(x) if ((x) == NULL) break;
// Initialise things that may need to be cleaned up here.
char* somePtr = NULL;
do
{
NOT_NULL(somePtr = malloc(1024));
NOT_ERROR(something(somePtr));
NOT_ERROR(somethingElse(somePtr));
// etc
// if you get here everything's ok.
return somePtr;
}
while (0);
// Something went wrong so clean-up.
free(somePtr);
return NULL;
You lose a level of indentation though.
Edit: I'd like to add that I've nothing against goto, it's just that for the use-case of the questioner he doesn't really need it. There are cases where using goto beats the pants off any other method, but this isn't one of them.
You're probably not going to like to hear this, but the C way to do exceptions is via the goto statement. This is one of the reasons it is in the language.
The other reason is that goto is the natural expression of the implementation of a state machine. What common programming task is best represented by a state machine? A lexical analyzer. Look at the output from lex sometime. Gotos.
So it sounds to me like now is the time for you to get chummy with that parriah of language syntax elements, the goto.
Besides goto, standard C has another construct to handle exceptional flow control setjmp/longjmp. It has the advantage that you can break out of multiply nested control statements more easily than with break as was proposed by someone, and in addition to what goto provides has a status indication that can encode the reason for what went wrong.
Another issue is just the syntax of your construct. It is not a good idea to use a control statement that can inadvertibly be added to. In your case
if (bla) NOT_ERROR(X);
else printf("wow!\n");
would go fundamentally wrong. I'd use something like
#define NOT_ERROR(X) \
if ((X) >= 0) { (void)0; } \
else return -1
instead.
THis must be thought on at least two levels: how your functions interact, and what you do when it breaks.
Most large C frameworks I see always return a status and "return" values by reference (this is the case of the WinAPI and of many C Mac OS APIs). You want to return a bool?
StatusCode FooBar(int a, int b, int c, bool* output);
You want to return a pointer?
StatusCode FooBar(int a, int b, int c, char** output);
Well, you get the idea.
On the calling function's side, the pattern I see the most often is to use a goto statement that points to a cleanup label:
if (statusCode < 0) goto error;
/* snip */
return everythingWentWell;
error:
cleanupResources();
return somethingWentWrong;
What about this?
int NS_Expression(void)
{
int ok = 1;
ok = ok && NS_Term();
ok = ok && Emit("MOVE D0, D1\n");
ok = ok && NS_AddSub();
return ok
}
The short answer is: let your functions return an error code that cannot possibly be a valid value - and always check the return value. For functions returning pointers, this is NULL. For functions returning a non-negative int, it's a negative value, commonly -1, and so on...
If every possible return value is also a valid value, use call-by-reference:
int my_atoi(const char *str, int *val)
{
// convert str to int
// store the result in *val
// return 0 on success, -1 (or any other value except 0) otherwise
}
Checking the return value of every function might seem tedious, but that's the way errors are handled in C. Consider the function nc_dial(). All it does is checking its arguments for validity and making a network connection by calling getaddrinfo(), socket(), setsockopt(), bind()/listen() or connect(), finally freeing unused resources and updating metadata. This could be done in approximately 15 lines. However, the function has nearly 100 lines due to error checking. But that's the way it is in C. Once you get used to it, you can easily mask the error checking in your head.
Furthermore, there's nothing wrong with multiple if (Action() == 0) return -1;. To the contrary: it is usually a sign of a cautious programmer. It's good to be cautious.
And as a final comment: don't use macros for anything but defining values if you can't justify their use while someone is pointing with a gun at your head. More specifically, never use control flow statements in macros: it confuses the shit out of the poor guy who has to maintain your code 5 years after you left the company. There's nothing wrong with if (foo) return -1;. It's simple, clean and obvious to the point that you can't do any better.
Once you drop your tendency to hide control flow in macros, there's really no reason to feel like you're missing something.
A goto statement is the easiest and potentially cleanest way to implement exception style processing. Using a macro makes it easier to read if you include the comparison logic inside the macro args. If you organize the routines to perform normal (i.e. non-error) work and only use the goto on exceptions, it is fairly clean for reading. For example:
/* Exception macro */
#define TRY_EXIT(Cmd) { if (!(Cmd)) {goto EXIT;} }
/* My memory allocator */
char * MyAlloc(int bytes)
{
char * pMem = NULL;
/* Must have a size */
TRY_EXIT( bytes > 0 );
/* Allocation must succeed */
pMem = (char *)malloc(bytes);
TRY_EXIT( pMem != NULL );
/* Initialize memory */
TRY_EXIT( initializeMem(pMem, bytes) != -1 );
/* Success */
return (pMem);
EXIT:
/* Exception: Cleanup and fail */
if (pMem != NULL)
free(pMem);
return (NULL);
}
It never occurred to me to use goto or do { } while(0) for error handling in this way - its pretty neat, however after thinking about it I realised that in many cases I can do the same thing by splitting the function out into two:
int Foo(void)
{
// Initialise things that may need to be cleaned up here.
char* somePtr = malloc(1024);
if (somePtr = NULL)
{
return NULL;
}
if (FooInner(somePtr) < 0)
{
// Something went wrong so clean-up.
free(somePtr);
return NULL;
}
return somePtr;
}
int FooInner(char* somePtr)
{
if (something(somePtr) < 0) return -1;
if (somethingElse(somePtr) < 0) return -1;
// etc
// if you get here everything's ok.
return 0;
}
This does now mean that you get an extra function, but my preference is for many short functions anyway.
After Philips advice I've also decided to avoid using control flow macros as well - its clear enough what is going on as long as you put them on one line.
At the very least Its reassuring to know that I'm not just missing something - everyone else has this problem too! :-)
Use setjmp.
http://en.wikipedia.org/wiki/Setjmp.h
http://aszt.inf.elte.hu/~gsd/halado_cpp/ch02s03.html
http://www.di.unipi.it/~nids/docs/longjump_try_trow_catch.html
#include <setjmp.h>
#include <stdio.h>
jmp_buf x;
void f()
{
longjmp(x,5); // throw 5;
}
int main()
{
// output of this program is 5.
int i = 0;
if ( (i = setjmp(x)) == 0 )// try{
{
f();
} // } --> end of try{
else // catch(i){
{
switch( i )
{
case 1:
case 2:
default: fprintf( stdout, "error code = %d\n", i); break;
}
} // } --> end of catch(i){
return 0;
}
#include <stdio.h>
#include <setjmp.h>
#define TRY do{ jmp_buf ex_buf__; if( !setjmp(ex_buf__) ){
#define CATCH } else {
#define ETRY } }while(0)
#define THROW longjmp(ex_buf__, 1)
int
main(int argc, char** argv)
{
TRY
{
printf("In Try Statement\n");
THROW;
printf("I do not appear\n");
}
CATCH
{
printf("Got Exception!\n");
}
ETRY;
return 0;
}
Getting back in to some C work.
Many of my functions look like this:
int err = do_something(arg1, arg2, arg3, &result);
With the intent the result gets populated by the function, and the return value is the status of the call.
The darkside is you get something naive like this:
int err = func1(...);
if (!err) {
err = func2(...);
if (!err) {
err = func3(...);
}
}
return err;
I could macro it I suppose:
#define ERR(x) if (!err) { err = (x) }
int err = 0;
ERR(func1(...));
ERR(func2(...));
ERR(func3(...));
return err;
But that only works if I'm chaining function calls, vs doing other work.
Obviously Java, C#, C++ have exceptions that work very well for these kinds of things.
I'm just curious what other folks do and how other folks do error handling in their C programs nowadays.
If you have resources that need to be released at the end, then sometimes the old trusty goto can be handy!
int
major_func(size_t len)
{
int err;
char *buf;
buf = malloc(len);
if (err = minor_func1(buf))
goto major_func_end;
if (err = minor_func2(buf))
goto major_func_end;
if (err = minor_func3(buf))
goto major_func_end;
major_func_end:
free(buf);
return err;
}
Two typical patterns:
int major_func()
{
int err = 0;
if (err = minor_func1()) return err;
if (err = minor_func2()) return err;
if (err = minor_func3()) return err;
return 0;
}
int other_idea()
{
int err = minor_func1();
if (!err)
err = minor_func2();
if (!err)
err = minor_func3();
return err;
}
void main_func()
{
int err = major_func();
if (err)
{
show_err();
return;
}
happy_happy_joy_joy();
err = other_idea();
if (err)
{
show_err();
return;
}
happy_happy_joy_joy();
}
What are you doing in the else statements? If nothing, try this:
int err = func1(...);
if (err) {
return err;
}
err = func2(...);
if (err) {
return err;
}
err = func3(...);
return err;
This way you're short-circuiting the entire function, not even bothering with the following function calls.
EDIT
Going back and reading again, I realize that it doesn't matter what you do in your else statements. That sort of code can easily go immediately after the if blocks.
If error codes are boolean, then try the simpler code below:
return func1() && func2() && func3()
One approach which has been taken by OpenGL is to not return errors from functions at all but rather present an error state which can be examined after the function call. One nice thing about this approach is that when you have a function which you actually want to return something other than an error code, you can handle errors in the same way. Another thing which is nice about this is that if a user wants to call a number of functions and only succeed if all of them were successful, you can check for errors after the x amount of calls.
/* call a number of functions which may error.. */
glMatrixMode(GL_MODELVIEW);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
/* ...check for errors */
if ((error = glGetError()) != GL_NO_ERROR) {
if (error == GL_INVALID_VALUE)
printf("error: invalid value creating view");
else if (error == GL_INVALID_OPERATION)
printf("error: invalid operation creating view");
else if (error == GL_OUT_OF_MEMORY)
printf("error: out of memory creating view");
}
Others have suggested good ideas. Here're the idioms I've seen
int err;
...
err = foo(...);
if (err)
return err;
...
You could macro this out to something like
#define dERR int err=0
#define CALL err =
#define CHECK do { if (err) return err } while(0)
...
void my_func(void) {
dERR;
...
CALL foo(...);
CHECK;
or, if you're feeling really motivated, fiddle with CALL and CHECK so they can be used like
CALL foo(...) CHECK;
or
CALL( foo(...) );
--
Often, functions which need to do cleanup on exit (e.g. free memory) are written like this:
int do_something_complicated(...) {
...
err = first_thing();
if (err)
goto err_out;
buffer = malloc(...);
if (buffer == NULL)
goto err_out
err = another_complicated(...);
if (err)
goto err_out_free;
...
err_out_free:
free(buffer);
err_out:
return err; /* err might be zero */
}
You could use that pattern, or try to simplify it with macros.
--
Finally, if you're feeling /really/ motivated, you can use setjmp/longjmp.
int main(int argc, char *argv[]) {
jmp_buf on_error;
int err;
if (err = setjmp(on_error)) {
/* error occurred, error code in err */
return 1;
} else {
actual_code(..., on_error);
return 0;
}
}
void actual_code(..., jmp_buf on_error) {
...
if (err)
longjmp(on_error, err);
}
Essentially, a declaration of a new jmp_buf and a setjmp function as setting up a try block. The case where setjmp returns non-zero is your catch, and calling longjmp is your throw. I wrote this with passing the jmp_buf around in case you want nested handlers (e.g. if you need to free stuff before signaling an error); if you don't need that, feel free to declare err and the jmp_buf as globals.
Alternately, you could use macros to simply the argument passing around. I'd suggest the way Perl's implementation does it:
#define pERR jmp_buf _err_handler
#define aERR _err_handler
#define HANDLE_ERRORS do { jmp_buf _err_handler; int err = setjmp(_err_handler);
#define END_HANDLE while(0)
#define TRY if (! err)
#define CATCH else
#define THROW(e) longjmp(_err_handler, e)
void always_fails(pERR, int other_arg) {
THROW(42);
}
void does_some_stuff(pERR) {
normal_call(aERR);
HANDLE_ERRORS
TRY {
always_fails(aERR, 23);
} CATCH {
/* err is 42 */
}
END_HANDLE;
}
int main(int argc, char *argv[]) {
HANDLE_ERRORS
TRY {
does_some_stuff(aERR);
return 0;
} CATCH {
return err;
}
DONE_ERRORS;
}
--
Phew. I'm done. (Crazy examples untested. Some details might be off.)
And now for something completely different...
Another approach is to use a struct to contain your error information, e.g:
struct ErrorInfo
{
int errorCode;
char *errorMessage;
#if DEBUG
char *functionName;
int lineNumber;
#endif
}
The best way to use this is to return your method's results as the return code (e.g. "FALSE for failed", or "a file pointer or NULL if it fails", or "size of the buffer or 0 if it fails", etc) and pass in an ErrorInfo as a parameter that the called function will fill in if something fails.
This gives rich error reporting: if the method fails, you can fill in more than a simple error code (e.g. error message, code line and file of the failure, or whatever). The nice thing about it being a struct is that if you think of something, anything, useful later, you can just add it - for example, in my struct above I've allowed for a debug build to include the location of the error (file/line), but you could add a dump of the whole call stack in there at any time without having to change any of the client code.
You can use a global function to fill in an ErrorInfo so the error return can be managed cleanly, and you can update the struct to provide more info easily:
if (error)
{
Error(pErrorInfo, 123, "It failed");
return(FALSE);
}
...and you can have variants of this function that return FALSE, 0, or NULL, to allow most error returns to be phrased as a single line:
if (error)
return(ErrorNull(pErrorInfo, 123, "It failed"));
This gives you a lot of the advantages of an Exception class in other languages (although the caller still needs to handle the errors - callers have to check for error codes and may have to return early, but they can do nothing or next-to-nothing and allow the error to propagate back up a chain of calling methods until one of them wishes to handle it, much like an exception.
In addition, you can go further, to create a chain of error reports (like "InnerException"s):
struct ErrorInfo
{
int errorCode;
char *errorMessage;
...
ErrorInfo *pInnerError; // Pointer to previous error that may have led to this one
}
Then, if you "catch" an error from a function that you call, you can create a new, higher-level error description, and return a chain of these errors. e.g. "Mouse speed will revert to the default value" (because) "Preference block 'MousePrefs' could not be located" (because) "XML reader failed" (because) "File not found".
i.e.
FILE *OpenFile(char *filename, ErrorInfo *pErrorInfo)
{
FILE *fp = fopen(filename, "rb");
if (fp == NULL)
return(ChainedErrorNull(pErrorInfo, "Couldn't open file"));
return(fp);
}
XmlElement *ReadPreferenceXml(ErrorInfo *pErrorInfo)
{
if (OpenFile("prefs.xml", pErrorInfo) == NULL)
return(ChainedErrorNull(pErrorInfo, "Couldn't read pref"));
...
}
char *ReadPreference(char *prefName, ErrorInfo *pErrorInfo)
{
XmlElement *pXml = ReadPreferenceXml(pErrorInfo);
if (pXml == NULL)
return(ChainedErrorNull(pErrorInfo, "Couldn't read pref"));
...
}
You should check out what DirectX has done with the HRESULT - it's basically this. There's a reason that the exception came into being. Alternatively, if you run on Win32, they have SEH which runs in C programs.
You can get really silly and do continuations:
void step_1(int a, int b, int c, void (*step_2)(int), void (*err)(void *) ) {
if (!c) {
err("c was 0");
} else {
int r = a + b/c;
step_2(r);
}
}
This probably isn't actually what you want to do, but it is how many functional programming languages are used, and even more often how they model their code for optimization.
Something I've recently seen is this idom:
int err;
do
{
err = func1 (...);
if (!err) break;
err = func2 (...);
if (!err) break;
err = func3 (...);
if (!err) break;
/* add more calls here */
} while (0);
if (err)
{
/* handle the error here */
return E_ERROR; /* or something else */
}
else
{
return E_SUCCESS;
}
Pro arguments:
It avoids the goto (abuses the while(0) / break combination for that). Why would you want to do this? It keeps the cyclomatic complexity down and will still pass most static code analyzer checks (MISRA anyone?). For projects that get tested against cyclomatic complexity this is a god sent because it keeps all the initialization stuff together.
Contra arguments:
The meaning of the do/while loop construct is not obvious because a loop-construct is used as a cheap goto replacement, and this can only be seen at the loop tail. I'm sure for the first time this construct will cause lots of "WTF"-moments.
At least a comment is necessary to explain why the code is written the way it is required.
Here's a quite informative article & test file by IBM Unix article series:
Errors: errno in UNIX programs
Working with the standard error mechanism
https://www.ibm.com/developerworks/aix/library/au-errnovariable/
Another good example of how to implement exit codes is the source code of curl (man 1 curl).
Provided you are working with a specific context, I think the following pattern is very nice. The basic idea is that operations on an error-set state are no-ops, so error checking can be postponed to when it is convenient!
A concrete example: A deserialization context. Decoding of any element can fail, but the function may continue without error checking because all the decode_* functions are no-ops when the serialization record is in an error state. It's a matter of convenience or opportunity or optimization to insert decode_has_error. In the example below, there is no error check, the caller will take care of that.
void list_decode(struct serialization_record *rec,
struct list *list,
void *(*child_decode)(struct serialization_record *)) {
uint32_t length;
decode_begin(rec, TAG);
decode_uint32(rec, &length);
for (uint32_t i = 0; i < length; i++) {
list_append(list, child_decode(rec));
}
decode_end(rec, TAG);
}
After I get a handle returned by CreateProcess, I call TerminateProcess, passing 42 for the process exit code. Then, I use WaitForSingleObject for the process to terminate, and finally I call GetExitCodeProcess.
None of the function calls report errors. The child process is an infinite loop and does not terminate on its own.
The problem is that sometimes GetExitCodeProcess returns 42 for the exit code (as it should) and sometimes it returns 0. Any idea why?
#include <string>
#include <sstream>
#include <iostream>
#include <assert.h>
#include <windows.h>
void check_call( bool result, char const * call );
#define CHECK_CALL(call) check_call(call,#call);
int
main( int argc, char const * argv[] )
{
if( argc>1 )
{
assert( !strcmp(argv[1],"inf") );
for(;;)
{
}
}
int err=0;
for( int i=0; i!=200; ++i )
{
STARTUPINFO sinfo;
ZeroMemory(&sinfo,sizeof(STARTUPINFO));
sinfo.cb=sizeof(STARTUPINFO);
PROCESS_INFORMATION pe;
char cmd_line[32768];
strcat(strcpy(cmd_line,argv[0])," inf");
CHECK_CALL((CreateProcess(0,cmd_line,0,0,TRUE,0,0,0,&sinfo,&pe)!=0));
CHECK_CALL((CloseHandle(pe.hThread)!=0));
CHECK_CALL((TerminateProcess(pe.hProcess,42)!=0));
CHECK_CALL((WaitForSingleObject(pe.hProcess,INFINITE)==WAIT_OBJECT_0));
DWORD ec=0;
CHECK_CALL((GetExitCodeProcess(pe.hProcess,&ec)!=0));
CHECK_CALL((CloseHandle(pe.hProcess)!=0));
err += (ec!=42);
}
std::cout << err;
return 0;
}
std::string
get_last_error_str( DWORD err )
{
std::ostringstream s;
s << err;
LPVOID lpMsgBuf=0;
if( FormatMessageA(
FORMAT_MESSAGE_ALLOCATE_BUFFER|FORMAT_MESSAGE_FROM_SYSTEM|FORMAT_MESSAGE_IGNORE_INSERTS,
0,
err,
MAKELANGID(LANG_NEUTRAL,SUBLANG_DEFAULT),
(LPSTR)&lpMsgBuf,
0,
0) )
{
assert(lpMsgBuf!=0);
std::string msg;
try
{
std::string((LPCSTR)lpMsgBuf).swap(msg);
}
catch(
... )
{
}
LocalFree(lpMsgBuf);
if( !msg.empty() && msg[msg.size()-1]=='\n' )
msg.resize(msg.size()-1);
if( !msg.empty() && msg[msg.size()-1]=='\r' )
msg.resize(msg.size()-1);
s << ", \"" << msg << '"';
}
return s.str();
}
void
check_call( bool result, char const * call )
{
assert(call && *call);
if( !result )
{
std::cerr << call << " failed.\nGetLastError:" << get_last_error_str(GetLastError()) << std::endl;
exit(2);
}
}
I thought that nobugz's comment had this nailed...
But here's another wild guess - maybe you're calling TerminateProcess() too soon instead of too late, and Windows doesn't quite serialize setting process error code specified by TerminateProcess() with whatever it might be trying to do at process initialization? I think this is unlikely, but it might be worth putting in the the Sleep(1) call that Seth suggested (or even a Sleep(0)) call to see if the behavior changes.
Also, you might want to consider posting some code that people can experiment with.
Please read this and this.
Basically, the TerminateProcess function is an ugly mess that should be avoided. Use it at your own peril.
If at all possible use should use another mechanism to shutdown your process.
From GetExitCodeProcess docs:
If the function fails, the return value is zero. To get extended error information, call GetLastError.
From: http://msdn.microsoft.com/en-us/library/ms683189(VS.85).aspx
I'd recommend calling GetLastError() to see what broke. You might want to put a sleep(1) in your loop too :P