Original Post
Hi all!
I was wondering what the best way to handle errors are?
At the moment i have a class CError that handles an error in a big switch function. Then in the program all functions return a error-struct something like:
struct Error {
DWORD errorId;
char[] errorMsg;
};
If an error occurs then the error handling function is called with the specific message.
What troubles me is that these structs are passed throughout the gamecode, it seems like a bad way to do it?
How do you guys handle errors?
//Swede
Edited by - Swede on November 26, 2001 10:41:51 AM