Properly handling an exception - c++

My understanding is that in modern C++, it is preferable to use throw instead of returning an error code. That is to say, if I have some function:
void MyFunction(int foo, double bar){
// Do some stuff....
if (exception_criteria_met){
throw "Call to MyFunction with inputs" << foo << " and " << bar << " failed because ...";
}
};
Does this mean that, in order to properly handle this, then in all functions that make a call to MyFunction, I must implement something like:
void MyOuterFunction(int foo){
// Do some stuff...
try {
MyFunction(foo, bar);
} catch (const char * exception_message) {
throw "Call to MyOuterFunction with inputs " << foo << " failed because call to MyFunction with ....";
};
And then wouldn't that imply that I must perform this same kind of error handling all the way down through all functions that calls into this stack of function calls? Obviously at some point, maybe one of the functions can actually handle the exception and not need to throw an exception of its own, but perhaps just print a warning or something similar. But how do you keep this organized and intelligible? It seems like a remarkably complicated thing to think all the way through when you've got many functions interacting with one another.
(As a secondary question, if MyFunction(foo,bar) were to return a value that I wanted to use, wouldn't it mean that after leaving the try { } block, the returned value would fall out of scope? Does that imply I should avoid using function return values if I'm going to be using try-catch?)

I think most of your question is either too broad or opinion based or both. However, your confusion seems to start with
then in all functions that make a call to MyFunction, I must implement something like:
That's not right.
The function calling MyFunction that potentially throws can look like this:
void MyOuterFunction(int foo){
// Do some stuff...
MyFunction(foo, bar);
};
If you would have to always catch an exception immediately, exceptions would be rather impractical. Thats not how they work.
In a nutshell: The exception continues to travel up the call stack until you either catch it or main is reached and it is still not caught, in that case the program terminates.
There is no fixed rule where you should catch the exception. My personal rule of thumb is to catch it when it is possible to recover from it, but not sooner. Sometimes not catching an expection at all is the most viable. Catching and rethrowing is rarely useful and catching it only to rethrow as you do is never useful to my knowledge.

Related

C++: How to catch exceptions thrown from constructors?

I have a class, call it A, whose constructor takes some input arguments, and may throw an exception if they are incompatible for constructing that object. In my main code, I construct an object of type A as follows:
A my_obj(arg1,arg2,arg3);
and use it. Obviously if the constructor fails and throws the exception, the execution of the program will be terminated after printing out an 'unhandled exception' message.
I, however, would like to give the user more information in this case and tell him/her why the exception has been thrown. So, I need a way to catch the exception.
To this end, one possibility is to enclose the whole code, starting from the declaration of my_obj till the end of the program in a try block and catch the exception afterwards:
try {
A my_obj(arg1, arg2, arg3);
// ...
// about 100 other lines of code being executed if my_obj is created properly
}
catch (std::exception& e) {
// print a user-friendly error message and exit
}
But this looks to me a bit of an 'overkill'. Specifically since no other exceptions are thrown in the remaining 100 lines. Is there any other nicer way to accomplish this?
If the constructor throws, you don't have an object. std::optional<> is a type that means "We might not have an object here".
template <typename T, typename ... Args>
std::optional<T> try_make(Args&& ... args)
{ try {
return make_optional(std::forward(args...));
} catch (...) {
return {};
} }
Then
auto my_obj = try_make<A>(arg1,arg2,arg3);
if (my_obj) {
// about 100 other lines of code being executed if my_obj is created properly
}
One possibility would be the usage of a pointer (better use a smart pointer such as an unique_ptr as in below code). You would leave the unique_ptr empty, call the constructor in the try block and move the pointer into the unique_ptr. After that your other code executes. Surely you have to check for a valid pointer with the operator bool of unique_ptr in a simple if statement.
To simplify the usage of my_obj a reference is taken: A& my_obj_ref = *my_obj;.
std::unique_ptr<A> my_obj;
try {
my_obj = std::move(std::unique_ptr<A>(new A(arg1, arg2, arg3));
}
catch (std::exception& e) {
// print a user-friendly error message and exit
}
if (my_obj) { // needed if your exception handling doesn't break out of the function
A& my_obj_ref = *my_obj;
// ...
// about 100 other lines of code being executed if my_obj is created properly
}
Remember that this way would allocate your object on the heap instead of the stack.
You can abstract the object construction into a function that catches the exception:
template<typename... Args>
A make_a(Args&&... args) {
try {
return A(std::forward(args)...);
}
catch (std::exception& e) {
// print a user-friendly error message and exit
...
std::exit(EXIT_FAILURE);
}
}
// ... in the actual code:
A my_obj = make_a(arg1, arg2, arg3);
The above makes use of the fact that your program is exiting if construction fails. If the requirement were to continue running, the function could return std::optional<A> (or its boost equivalent if you don't have access to C++17.)
You have several options here, depending on how you want control to continue if the construction fails.
If you want to exit the function by throwing an exception, then you don't need to do anything, you can let the A construction exception propagate up.
If you want to exit by either throwing a different exception, or by performing some actions before letting the A construction exception propagate, then use a factory function (perhaps a lambda) that performs those actions, e.g.:
auto a_factory(T x, U y) -> A // or use perfect forwarding
{
try { return A(x, y); }
catch(...) {
log("constructing A failed...");
throw other_exception();
}
}
// ...
A my_obj = a_factory(x, y);
If you want to exit by returning a value, then you could still use the above method, but wrap the calling function in another function that catches expected exceptions and returns a value.
Or you could use the optional (below) or unique_ptr (as covered by other answers) technique, but executing a return statement from the catch block.
If you want to continue execution without a valid A, then you can do:
std::optional<A> opt_my_obj;
try
{
A temp(...args...);
opt_my_obj.swap(temp);
} catch(...)
{
// handling, you could return from the function here
}
// At this point you can test `if ( opt_my_obj )` to branch the flow.
// When you're at a point where you have verified the object exists, you
// can enable normal object syntax by writing:
A& my_obj = *opt_my_obj;
If you have several objects in your function that need this consideration, I would tend to suggest the version of having the whole function wrapped in a try...catch that can handle all the different exceptions.
I tend to do it simple: Throw the human readable message. This strategy works well when there is no choice, and usually, there isn't. There is a catch though, you want exception handling to be reasonably robust, so I package the message inside a std::array<char,4096> truncating if necessary and remembering the zero-terminator (I know that this could blow the stack but it should be fine if we are not in a recursive function), and throw that.
Example:
try
{
Options opts(argv);
SomeResource resource(opts.someParameter());
//...More actions that could throw
}
catch(const std::array<char,4096>& errmessage) //Or rather some other type that contains the message.
{
fprintf(stderr,"Error: %s\n",errmessage.data());
return -1; //Or any non-zero value
}
return 0;
Pros:
Quick to implement new constructors for new classes since there is one exception class only, that will works for everything
You will pick up any system messages right from the source
Cons:
Lack of context: The message will have to say something like "It was not possible to open the file foo: No such file or directory.". Without telling the user what the root cause for the exception. This problem is inherited from the exception model and cannot be solved without treating exceptions as glorified error codes
If you want to branch on exception content, you must parse the message, but I find this rarely needed. Possibly in the context of a compiler, but that would print that message anyway foo:54:1: Error: bar is not a baz.

C++ catching exception in constructor

How can I protect myself from using object which isn't fully created when using exceptions?
Should I catch in constructor ? Or maybe it's bad practice ? If I'll catch in constructor object will be created.
#include <stdio.h>
class A
{
public:
A()
{
try {
throw "Something bad happened...";
}
catch(const char* e) {
printf("Handled exception: %s\n", s);
}
// code continues here so our bad/broken object is created then?
}
~A()
{
printf("A:~A()");
}
void Method()
{ // do something
}
};
void main()
{
A object; // constructor will throw... and catch, code continues after catch so basically we've got
// broken object.
//And the question here:
//
//* is it possible to check if this object exists without catching it from main?
// &object still gives me an address of this broken object so it's created but how can I protect myself
// from using this broken object without writing try/catch and using error codes?
object.Method(); // something really bad. (aborting the program)
};
The language itself has no concept of an object being "invalid" in any detectable way.
If the exception indicates that a valid object can't be created, then it shouldn't be handled within the constructor; either rethrow it, or don't catch it in the first place. Then the program will leave the scope of the object being created, and it won't be possible to incorrectly access it.
If that isn't an option for some reason, then you'll need your own way to mark the object as "invalid"; perhaps set a boolean member variable at the end of the constructor to indicate success. This is flaky and error-prone, so don't do it unless you've got a very good reason.
If the object is in an invalid state when a certain exception is thrown, then I would let the exception unwind the call stack so the caller can be notified (and therefore react) to such things.
However, if the exception is one you can recover from, it may be worth trying to do so depend on your application. Make sure you use something like a logger or even simply stderr to indicate this is happening though.
I am going to suggest a first iteration of doing something more like this:
try {
throw "Something bad happened...";
}
catch(const std::exception e) {
cerr << e.what () << endl ; // Better off in the main
throw ;
}
Two things here:
Unless your exception handler handles the exception, it should throw.
Always use exception classes based upon std::exception to that you can always find out what the problem was as shown above.

intermixing c++ exception handling and SEH (windows)

I have a function in which I call getaddrinfo() to get an sockaddr* which targets memory is allocated by the system.
As many may know, you need to call freeaddrinfo() to free the memory allocated by getaddrinfo().
Now, in my function, there are a few places, where I may throw an exception, because some function failed.
My first solution was to incorporate the freeaddrinfo() into every if-block.
But that did look ugly for me, because I would have had to call it anyways before my function returns, so I came up with SEH`s try-finally...
But the problem I encountered is, that it is not allowed to code the throw-statements into the __try-block
Then, I read on the msdn and tried to swap the throw-statements into the helper function called from within the __try-block... and voila, the compiler didn´t moan it anymore...
Why is that? And is this safe? This does not make sense to me :/
Code:
void function()
{
//...
addrinfo* pFinal;
__try
{
getaddrinfo(..., &pFinal);
//if(DoSomething1() == FAILED)
// throw(exception); //error C2712: Cannot use __try in functions that require object unwinding
//but this works
Helper();
//...
}
__finally
{
freeaddrinfo();
}
}
void Helper()
{
throw(Exception);
}
EDIT:
tried the following and it works with throwing an integer, but does not when i use a class as an exception:
class X
{
public:
X(){};
~X(){};
};
void Helper()
{
throw(X());
}
void base()
{
__try
{
std::cout << "entering __try\n";
Helper();
std::cout << "leaving __try\n";
}
__finally
{
std::cout << "in __finally\n";
}
};
int _tmain(int argc, _TCHAR* argv[])
{
try
{
base();
}
catch(int& X)
{
std::cout << "caught a X" << std::endl;
}
std::cin.get();
return 0;
}
Why? :/
You can't mix the two exception types. Under the covers, C++ exceptions use SEH and your SEH exception handler could mess up the exception propogation logic. As a result, the C++ compiler won't allow you to mix them.
PS: Structured Exception Handling is almost always a VERY bad idea. Internally Microsoft has banned the use of SEH except in very limited circumstances. Any component that does use structured exception handling is automatically subject to intense code reviews (we have tools that scan code looking for its use to ensure that no cases are missed).
The problem with SEH is that it's extremely easy to accidentally introduce security vulnerabilities when using SEH.
You could wrap the addrinfo in a class that calls getaddrinfo in the constructor and freeaddrinfo in its destructor.
That way it will always be freed, whether there is an exception thrown or not.
catch(int& X)
{
std::cout << "caught a X" << std::endl;
}
That doesn't catch an X, it catches an int&. Since there is no matching catch block, the exception is uncaught, stack unwinding doesn't occur, and __finally handlers don't run.
You can put catch (...) in your thread entrypoint (which is main() for the primary thread) in order to make sure that stack unwinding occurs, although some exceptions are unrecoverable, that's never true of a C++ exception.

If a constructor throws exception, then does it make sense to have a global object of that class?

I am asking this question for general coding guidelines:
class A {
A() { ... throw 0; }
};
A obj; // <---global
int main()
{
}
If obj throws exception in above code then, it will eventually terminate the code before main() gets called. So my question is, what guideline I should take for such scenario ? Is it ok to declare global objects for such classes or not ? Should I always refrain myself from doing so, or is it a good tendency to catch the error in the beginning itself ?
If you NEED a global instance of an object whose constructor can throw, you could make the variable static, instead:
A * f(){
try {
//lock(mutex); -> as Praetorian points out
static A a;
//unlock(mutex);
return &a;
}
catch (...){
return NULL;
}
}
int main() {
A * a = f(); //f() can be called whenever you need to access the global
}
This would alleviate the problem caused by a premature exception.
EDIT: Of course, in this case the solution is 90% of the way to being a Singleton. Why not just fully turn it into one, by moving f() into A?
No, you should not declare such objects global - any exception will be unhandled and very hard to diagnose. The program will just crash which means that it will have very poor (below zero) user experience and will be rather hard to maintain.
As #Kerrek SB has mentioned in the comments, the answer to this is dependent on the reasons that can cause your class to throw. If you're trying to acquire a system resource that might be unavailable, I feel you shouldn't declare a global object. Your program will crash as soon as the user tries to run it; needless to say, that doesn't look very good. If it can throw a std::bad_alloc or some such exception that is unlikely under normal circumstances (assuming you're not trying to allocate a few GB of memory) you could make a global instance; however, I would still not do that.
Instead, you could declare a global pointer to the object, instantiate the object right at the beginning of main (before any threads have been spawned etc.) and point the pointer to this instance, then access it through the pointer. This gives your program a chance to handle exceptions, and maybe prompt the user to take some sort of remedial measures (like popping up a Retry button to try and reacquire the resource, for instance).
Declaring a global object is fine, but the design of your class is insignificant, it lacks details to be compatible with practical needs and use.
One solution no one seems to have mentionned is to use a function try
block. Basically, if the situation is that without the constructed
object, the rest of your program won't work or be able to do anything
useful, then the only real problem is that your user will get some sort
of incomprehensible error message if the constructor terminates with an
exception. So you wrap the constructor in a function try block, and
generate a comprehensible message, followed by an error return:
A::() try
: var1( initVar1 )
// ...
{
// Additional initialization code...
} catch ( std::exception const& ) {
std::cerr << "..." << std::endl;
exit(EXIT_FAILURE);
} catch (...) {
std::cerr << "Unknown error initializing A" << std::endl;
exit(EXIT_FAILURE);
}
This solution is really only appropriate, however, if all instances of
the object are declared statically, or if you can isolate a single
constructor for the static instances; for the non-static instances, it
is probably better to propagate the exception.
Like #J T have said, you can write like this:
struct S {
S() noexcept(false);
};
S &globalS() {
try {
static S s;
return s;
} catch (...) {
// Handle error, perhaps by logging it and gracefully terminating the application.
}
// Unreachable.
}
Such scenario is quite a problem, please read ERR58-CPP. Handle all exceptions thrown before main() begins executing for more detail.

what does "throw;" outside a catch block do?

I just stumbled this code:
void somefunction()
{
throw;
}
and I wonder: what does it mean?
The intent is probably that somefunction() is only ever called from inside some catch block. In that case, there would be an exception active when the throw; is executed, in which case the current exception is re-thrown, to be caught by the next outer handler that can handle that exception type.
If throw; is executed when an exception is not active, it calls terminate() (N4810, §[expr.throw]/4).
It re-throws the currently active exception. It would only make sense to call it (possibly indirectly) from a catch-block. This:
#include <iostream>
using namespace std;
void f() {
throw;
}
int main() {
try {
try {
throw "foo";
}
catch( ... ) {
f();
}
}
catch( const char * s ) {
cout << s << endl;
}
}
prints "foo".
For throw the concept of being "outside" or "inside" catch block is defined in run-time terms, not in compile-time terms as you seem to assume. So, if during run-time that throw is executed in run-time context of a catch block, then throw works as expected. Otherwise, terminate() is called.
In fact, if you take a closer look at how C++ exceptions are defined in the language specification, a lot of things about them are defined in run-time terms. Sometimes it even appears to be un-C++-like.
People have already explained what it means but it's potentially useful to know why you might see it. It's a useful way to construct a 'generic' exception handler that deals with exceptions based on their type so as to reduce the amount of duplicated code.
So, if we take Neil's example and expand on what f() might be doing we might end up with an implementation which does something like my LogKnownException() function that I proposed in this answer.
If you are working in an team that likes to log all manner of exceptions all over the place then rather than having a huge collection of catch blocks at all of these places (or even worse a macro) you can have a simple catch block that looks like this
catch(...)
{
LogKnownException();
}
Though I expect I'd change my previous example of LogKnownException() to one that simply allowed exceptions that it didn't want to log to propagate out and continue on in an unhandled fashion.
I'm not suggesting that this is necessarily a good thing to do, just pointing out that this is where you're likely to see the construct used.