Harry Bock wrote:
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Unrelated to the first problem, but when debugging using the mdmp files
after a server plugin crashes, am I out of luck because I don't have the pdb
of the server binaries of valve's games? I do have the pdb's that were built
in my plugin (and I'm sure it was my binary that caused the problem) but it
still gives me mostly useless information- all I can gather is that it was
an uncaught null-pointer exception. (speaking of which, what does one catch
with a null pointer access violation like that?)
--
Harry Bock
If the crash is in your binary and you get an mdmp and you have the pdb
files you should be able to debug only your binary. You won't be able to
debug for binaries you don't have the pdb's for, which is OK because
that just means that you won't see a stack trace on whatever Valve game
you're developing for. For anything you have the pdb's for you'll see a
stack trace and the line of code that failed.
The correct way to catch a null pointer exception is to not allow it to
occur. Using a try/catch block simply promotes bad programming in my
opinion, your program should never have to dereference a null pointer.
--
Jorge "Vino" Rodriguez
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