newbie problem with nothrow
Mike Parker via Digitalmars-d-learn
digitalmars-d-learn at puremagic.com
Mon Oct 31 23:54:22 PDT 2016
On Monday, 31 October 2016 at 16:55:51 UTC, WhatMeWorry wrote:
>
> Is there a way to turn off nothrow or work around it? Because
> to me it looks like nothrow prevents me from doing anything
> useful.
>
> extern(C) void onKeyEvent(GLFWwindow* window, int key, int
> scancode, int action, int modifier) nothrow
> {
> if(queue.roomInQueue())
> {
> auto event = new Event;
> event.type = EventType.keyboard;
> event.keyboard.key = cast(Key) key;
>
> // etc.
> }
>
> Error: function 'event_handler.CircularQueue.roomInQueue' is
> not nothrow
> Error: function 'event_handler.onKeyEvent' is nothrow yet may
> throw
>
>
> The compiler wouldn't let me just remove "nothrow" from the
> function. I tried a kludge where I had this function just pass
> all its parameters to another throwable function, but this
> caused errors as well.
>
> So I'm stuck. Anyone know how to proceed.
> Thanks.
If you can't change the interface of CiricularQueue to be nothrow
and don't want to wrap everything in a try...catch block, then
just use a dynamic array. You can also use the old C union trick
to avoid the need to allocate every event. That's the same thing
SDL does. Something like this:
```
enum EventType {
key,
mouse,
}
struct KeyEvent {
EventType type;
...
this(...)
{
this.type = EventType.key;
...
}
}
struct MouseEvent {
EventType type;
...
this(...)
{
this.type = EventType.mouse;
...
}
}
union Event {
EventType type;
KeyEvent key;
MouseEvent mouse;
}
Event[] eventq;
extern(C) void onKeyEvent(GLFWwindow* window, int key, int
scancode, int action, int modifier) nothrow {
Event event;
event.key = KeyEvent(window, key, scancode, action, modifier);
eventq ~= event;
}
```
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