Hi!
> I assume you mean:
> FrmAlert(myAlert);
> SysReset();
Nope. I had a typo in there: I mean SysFatalAlert(myMessage); SysReset();
SysFatalAlert shows the message with a button which contains the word "Reset" in the
local language of the device. When I tap the
button the SysReset does the rest...
> If this only happens for system errors, and not user errors, I don't see how
> this is better than:
> ErrDisplay(myMessage);
>
> The latter includes a filename and line number that can be useful in
> pinpointing the error when the error message isn't unique. Keeping system
> error messages short (and therefore not always unique) is a good idea if
> you're trying to minimize code size. Also, the latter includes a Debug
> button on debug ROMs. This can be used to attach to a low-level debugger
> (like PalmDebugger).
ErrDisplay is not included in release builds where ERROR_CHECK_LEVEL ==
ERROR_CHECK_NONE. I might however write my own macro that
invokes ErrDisplayFileLineMsg even in release builds. I am still having lots of
situations in my software where I don't know how to
continue gracefully, so I guess the ability to come to a screeching halt will still be
req'd in my release builds :-( For
example, I know I have been told to let the user continue using the program when
memory is low, but how could I continue running my
game engine, when it cannot allocate the neccessary memory for screen buffers,
sprites, etc.
Cheers,
Tilo
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