RE: R: exception handling
"Daniel Vogel" <[email protected]> Tue, 19 Oct 2004 16:48:48 -0400
| Newsgroups | gmane.games.devel.windows |
|---|---|
| Message-ID | <[email protected]> |
> A try/catch block usually has zero performance impact until and > unless you actually throw an exception. Exception handling code can significantly increase the size of the stack frame and lead to quite some increase in executable size so you really don't want to do it for inlined functions that get called a lot. Having said that, all Unreal games shipped with a try/ catch block for almost all non performance critical functions, adding ~1 MByte to the executable and costing ~5% performance. -- Daniel, Epic Games Inc. ------------------------------------------------------- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl _______________________________________________ Gamedevlists-windows mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5