Use of uncaught_exception to handle error conditions - c++

I have following problem.
I have database connection that are recycled (put back into pool).
For example:
{
session sql(conn_str); // take connection from pool
sql.exec("insert into ...")
} // at the end of the scope return connection to pool
However in certain cases recycling may be wrong - for example disconnect, or some other significant error.
So I want to automatically prevent from the connection being recycled. I want to
implement following technique using std::uncaught_exception - so the exec() function
would detect exceptions and prevent recycling:
session::exec(...)
{
guard g(this)
real_exec(...);
}
Where guard:
class guard {
public:
guard(session *self) : self_(self) {}
~guard() {
if(std::uncaught_exception()) {
self->mark_as_connection_that_should_not_go_to_pool();
}
}
}
Now, I'm aware of http://www.gotw.ca/gotw/047.htm that does not recommend using
std::uncaught_exception on the other case I don't see any wrong with my code also,
the provides examples discussed.
Are there any possible problems with this code.
Note:
I want this change to be non-intrusive so that SQL backend would be able to throw and not check for every case if it is critical or not.
I don't want user to take any action about it so it would be transparent for him.

I don't see any advantage to your method over something more straightforward:
session::exec()
{
try
{
real_exec();
}
catch(...)
{
mark_as_connection_that_should_not_go_to_pool();
throw;
}
}
If the verboseness of this solution bothers you, I will note that they haven't ripped macros out of C++ yet. I wouldn't prefer this version as it masks the underlying code and is kind of ugly.
#define GUARD try {
#define ENDGUARD } catch(...) { mark_as_connection_that_should_not_go_to_pool(); throw; }
session::exec()
{
GUARD
real_exec();
ENDGUARD
}
Another possibility is to assume failure until success is achieved.
session::exec()
{
mark_as_connection_that_should_not_go_to_pool();
real_exec();
mark_as_connection_that_may_go_to_pool();
}
Finally to answer the question of whether uncaught_exception will work as you've outlined, I will quote from Microsoft's documentation of the function:
In particular, uncaught_exception will return true when called from a destructor that is being invoked during an exception unwind.
It appears to do exactly what you'd expect.

Related

Proper error handling in destructors

This is kind of concept question.
Lets assume that we have some code base that works with hardware from high level and whole error handling mechanism is implemented by exceptions. Lets assume that we are opening/closing some valve(s). As long this hardware operation have finalizing procedure we need to use RAII conception. So some foo() procedure could look like this:
class Valve()
{
public:
Valve()
{
// open valve
}
~Valve()
{
// close valve
// Potential exception here
}
private:
// valve internal stuff
}
void foo()
{
try
{
Valve v;
bar1(v); // <--- throws something
} catch(...)
{
// report error and exit
// it's guaranteed that valve destructor will be called
}
}
This piece of code looks nice, but how we can manage errors that could happen during valve closing. Exception couldn't leave destructor. The only way I see is keeping error in some error storage, like this:
Valve::~Valve()
{
try
{
// close valve
} catch(...)
{
errorStorage.Add(...);
}
}
But this approach looks ugly. Are there any ideas how to deal in this situation? Of course one way is not using of the exceptions at all, but use return code approach and some cleanup action (with goto in case of error).
UP:
Originally I wanted to avoid this kind of logic duplication:
void foo()
{
try
{
Valve v;
v.open(); // <- could throw
bar1(v); // <- could throw
v.close(); // <- could throw
} catch(...)
{
if(v.opened())
v.close(); // kind of logic duplication
}
}
Another approach would be for the destructor to handle the error directly.
Valve::~Valve()
{
try
{
// close valve
} catch(...)
{
// handle valve close error
}
}
Admittedly, someone could probably come up with a case when this is inadequate, but the question lacks the details for that sort of determination. (Lacking those details may be a good thing, if the intent is to find a variety of answers. After all, it is self-described as a "concept question".) Simple logging of which valve failed to close is one case where this should work.
At a high level, I would expect this approach to simplify the code overall, since the handling of the valve close error has been localized to the Valve class. Code using the Valve class would not need to know that a valve can be closed, much less that an error could occur while closing a valve, which improves data encapsulation.
Naturally, this approach does require that no exceptions are thrown by the code that handles the valve close error. (This is probably a good goal anyway, since it is part of error handling.)
The plan to add the error to some sort of error storage looks dubious to me. I see "add" and I think "possibly allocates memory", which implies "possibly throws an exception if memory has been exhausted". So I'd wonder if steps had been taken to prevent an exception being thrown by this mechanism that is supposed to delay the throwing of an exception. Does this solve the problem or just make it less likely?

Properly terminating program. Using exceptions

Question:
Is using exceptions the proper way to terminate my program if all I want is to display an error message and close (accounting that I may be deep in the program)? Or can I just explicitly call something like exit(EXIT_FAILURE) instead?
What I'm Currently Doing:
I'm working on a game project and am trying to figure out the best way to terminate the program in the case of an error that calls for such an action. For example, in the case the textures can't be loaded I display an error message and terminate the program.
I'm currently doing this with exceptions like so:
int main()
{
Game game;
try
{
game.run();
}
catch (BadResolutionException & e)
{
Notification::showErrorMessage(e.what(), "ERROR: Resolution");
return 1;
}
catch (BadAssetException & e)
{
Notification::showErrorMessage(e.what(), "ERROR: Assets");
return 1;
}
catch (std::bad_alloc & e)
{
Notification::showErrorMessage(e.what(), "ERROR: Memory");
return 1;
}
return 0;
}
All but bad_alloc are my own defined exceptions derived from runtime_error.
I don't need any manual resource cleanup and I'm using std::unique_ptr for any dynamic allocation. I just need to display the error message and close the program.
Research/Alternatives to Exceptions:
I've looked up a lot of posts on SO and other places and have seen others say anything from don't use exceptions, to use exceptions but your using them wrong. I've also looked up explicitly calling something like exit().
Using exit() sounds nice but I read it won't go back through the call stack up to main cleaning everything up (if I can find this again I'll post the link). Additionally, according to http://www.cplusplus.com/reference/cstdlib/exit/ this should not be used if multiple threads are active. I do expect to be creating a second thread for a short time at least once, and an error could occur in that thread.
Not using exceptions was mentioned in some replies here in relation to games https://gamedev.stackexchange.com/questions/103285/how-industy-games-handle-their-code-errors-and-exceptions
Use exceptions was discussed here: http://www.quora.com/Why-do-some-people-recommend-not-using-exception-handling-in-C++
There are a number of other sources I've read but those were the most recent I looked at.
Personal Conclusion:
Due to my limited experience of working with error handling and using exceptions, I'm not sure if I'm on the right track. I've chosen the route of using exceptions based on the code I posted above. If you agree that I should tackle those cases with exceptions, am I using it correctly?
It's generally considered good practice to let all exceptions propagate through to main. This is primarily because you can be sure the stack is properly unwound and all destructors are called (see this answer). I also think it's more organised to do things this way; you always known where your program will terminate (unless the program crashes). It's also facilitates more consistent error reporting (a point often neglected in exception handling; if you can't handle the exception, you should make sure your user knows exactly why). If you always start with this basic layout
int main(int argc, const char **argv)
{
try {
// do stuff
return EXIT_SUCCESS;
} catch (...) {
std::cerr << "Error: unknown exception" << std::endl;
return EXIT_FAILURE;
}
}
then you won't go far wrong. You can (and should) add specific catch statements for better error reporting.
Exceptions when multithreading
There are two basic ways of executing code asynchronously in C++11 using standard library features: std::async and std::thread.
First the simple one. std::async will return a std::future which will capture and store any uncaught exceptions thrown in the given function. Calling std::future::get on the future will cause any exceptions to propagate into the calling thread.
auto fut = std::async(std::launch::async, [] () { throw std::runtime_error {"oh dear"}; });
fut.get(); // fine, throws exception
On the other hand, if an exception in a std::thread object is uncaught then std::terminate will be called:
try {
std::thread t {[] () { throw std::runtime_error {"oh dear"};}};
t.join();
} catch(...) {
// only get here if std::thread constructor throws
}
One solution to this could be to pass a std::exception_ptr into the std::thread object which it can pass the exception to:
void foo(std::exception_ptr& eptr)
{
try {
throw std::runtime_error {"oh dear"};
} catch (...) {
eptr = std::current_exception();
}
}
void bar()
{
std::exception_ptr eptr {};
std::thread t {foo, std::ref(eptr)};
try {
// do stuff
} catch(...) {
t.join(); // t may also have thrown
throw;
}
t.join();
if (eptr) {
std::rethrow_exception(eptr);
}
}
Although a better way is to use std::package_task:
void foo()
{
throw std::runtime_error {"oh dear"};
}
void bar()
{
std::packaged_task<void()> task {foo};
auto fut = task.get_future();
std::thread t {std::move(task)};
t.join();
auto result = fut.get(); // throws here
}
But unless you have good reason to use std::thread, prefer std::async.
There's nothing wrong with catching unrecoverable errors and shutting down your program this way. In fact, it's how exceptions should be used. However, be careful not to cross the line of using exceptions to control the flow of your program in ordinary circumstances. They should always represent an error which cannot be gracefully handled at the level the error occurred.
Calling exit() would not unwind the stack from wherever you called it. If you want to exit cleanly, what you're already doing is ideal.
You have already accepted an answer, but I wanted to add something about this:
Can I just explicitly call something like exit() instead?
You can call exit, but (probably) shouldn't.
std::exit should be reserved for situations where you want to express "exit right now!", not simply "application has nothing left to do".
As an example, if you were to write a controller for a laser used in cancer treatments, your first priority in case something went wrong would be to shut down the laser and call std::exit - or possibly std::terminate (to ensure any side effects of a hanging, slow or crashing application do not kill a patient).
Similar to how exceptions should not be used for controlling application flow, exit should not be used to stop the application in normal conditions.
Is using exceptions the proper way to terminate my program if all I want is to display an error message and close (accounting that I may be deep in the program)?
Yes. This is the reason for using exceptions. An error occurred deep down in the code and something at a higher level will handle it. In your case, at the highest level.
There are arguments for/against exceptions vs. error codes, and this is a good read:
Exceptions or error codes
Can I just explicitly call something like exit() instead?
You can, but you may end up duplicating your logging code. Also, if in the future you decide that you want to handle an exception differently you will have to change all your exit calls. Imagine you wanted a different message, or to fall back on an alternative process.
Another similar question:
Correct usage of exit() in c++?
You also have a flaw in your approach as you don't handle all (C++) exceptions. You want something like this:
int main()
{
Game game;
try
{
game.run();
}
catch (BadResolutionException & e)
{
Notification::showErrorMessage(e.what(), "ERROR: Resolution");
return 1;
}
catch (BadAssetException & e)
{
Notification::showErrorMessage(e.what(), "ERROR: Assets");
return 1;
}
catch (std::bad_alloc & e)
{
Notification::showErrorMessage(e.what(), "ERROR: Memory");
return 1;
}
catch (...)
{
// overload?
Notification::showErrorMessage("ERROR: Unhandled");
return 1;
}
return 0;
}
If you don't handle all* exceptions you could have the game terminate without telling you anything useful.
You can't handle ALL exceptions. See this link:
C++ catching all exceptions
From the documentation:
[[noreturn]] void exit (int status);
Terminate calling process
Terminates the process normally, performing the regular cleanup for terminating programs.
Normal program termination performs the following (in the same order):
Objects associated with the current thread with thread storage duration are destroyed (C++11 only).
Objects with static storage duration are destroyed (C++) and functions registered with atexit are called.
All C streams (open with functions in ) are closed (and flushed, if buffered), and all files created with tmpfile are removed.
Control is returned to the host environment.
Note that objects with automatic storage are not destroyed by calling exit (C++).
If status is zero or EXIT_SUCCESS, a successful termination status is returned to the host environment.
If status is EXIT_FAILURE, an unsuccessful termination status is returned to the host environment.
Otherwise, the status returned depends on the system and library implementation.
For a similar function that does not perform the cleanup described above, see quick_exit.

Can this use of C++ exceptions justified

I have a C++ API which throws exceptions in error conditions. Usually, the method I have seen in C++ APIs to notify errors is by special return codes and functions which returns last error string which can be checked if method returns an error code. This method has limitations, for example if you need to return an integer from a function and the whole integer value range is valid for return values so you can't return an error code.
Due to this, I choose to throw an exception in my API when an error occurs in a function.
Is this an acceptable usage of exceptions in C++?
Also, In some functions in my API (eg. authenticate()), I have two options.
return bool to indicate success.
return void and throw an exception if failed.
If first option is used, it is not consistent with other functions because they all throw exceptions. Also, it is difficult to indicate what is the error.
So is it ok to use second method in such functions too?
In following answer, it is mentioned that it is bad to use C++ exceptions for controlling program flow. Also, I have heard the same elsewhere too.
https://stackoverflow.com/a/1736162/1015678
Does my usage violates this? I cannot clearly identify whether I am using exceptions for controlling program flow here.
the method I have seen in C++ APIs to notify errors is by special return codes and functions which returns last error string which can be checked if method returns an error code.
Sometimes that's done for good reasons, but more often when you see that the C++ library wraps an older C library, has been written by someone more comfortable with C, written for client coders more comfortable with C, or is written for interoperability with C.
return an integer from a function and the whole integer value range is valid for return values so you can't return an error code.
Options include:
exceptions
returning with a wider type (e.g. getc() returns an int with -1 indicating EOF).
returning a success flag alongside the value, wrapped in a boost::optional, pair, tuple or struct
having at least one of the success flag and/or value owned by the caller and specified to the function as a non-const by-reference or by-pointer parameter
Is this an acceptable usage of exceptions in C++?
Sounds ok, but the art is in balancing the pros and cons and we don't know whether it's optimally convenient and robust for client code calling your functions. Understanding their expectations in key, which will partly be formed based on their overall C++ experience, but also from the rest of your API and any other APIs shipped alongside yours, and even from other APIs for other libraries they're likely to be using in the same apps etc..
Consider too whether the caller of a function is likely to want to handle the success or failure of that function in the context of the call, separately from other possible failures. For example, sometimes it's easier for client code to work with functions returning boolean success values:
if (fn(1) && !fn(2))
fn(3);
try
{
fn(1);
try
{
fn2();
}
catch (const ExpectedExceptionFromFn2Type&)
{
fn3();
}
}
catch (const PossibleExceptionFromFn1Type&)
{
// that's ok - we don't care...
}
But other times it can be easier with exceptions:
try
{
My_X x { get_X(99) };
if (x.is_happy(42))
x += next_prime_after(x.to_int() * 3);
}
catch (std::exception& e)
{
std::cerr << "oops\n";
}
...compared to...
bool success;
My_X x;
if (get_X(&x, 99)) {
if (x.is_valid() {
bool happy;
if (x.can_get_happy(&happy, 42) && happy) {
int my_int;
if (x.can_convert_to_int(&my_int)) {
if (!x.add(next_prime_after(x.to_int() * 3))) {
std::cerr << "blah blah\n";
return false;
} else { cerr / return false; }
} else { cerr / return false; }
} else { cerr / return false; }
} else { cerr / return false; }
} else { cerr / return false; }
(Exactly how bad it gets depends on whether functions support reporting an error, or can be trusted to always work. That's difficult too, because it something happens that makes it possible for a function to start failing (e.g. it starts using a data file that could potentially be missing), if client code didn't already accept and check an error code or catch exceptions, then that client code may need to be reworked once the potential for errors is recognised. That's less true for exceptions, which - when you're lucky - may propagate to some already-suitable client catch statement, but on the other hand it's a risky assuming so without at least eyeballing the client code.)
Once you've considered whatever you know about client usage, there may still be some doubt about which approach is best: often you can just pick something and stick to it throughout your API, but occasionally you may want to offer multiple versions of a function, e.g.:
bool can_authenticate();
void authenticate_or_throw();
...or...
enum Errors_By { Return_Value, Exception };
bool authenticate(Errors_By e) { ... if (e == Exception) throw ...; return ...; }
...or...
template <class Error_Policy>
struct System
{
bool authenticate() { ... Error_Policy::return_or_throw(...); }
...
}
Also, In some functions in my API (eg. authenticate()), I have two options.
As above, you have more than 2 options. Anyway, consistency is very important. It sounds like exceptions are appropriate.
mentioned that it is bad to use C++ exceptions for controlling program flow
That is precisely what exceptions do and all they can be used for, but I do understand what you mean. Ultimately, striking the right balance is an art that comes with having used a lot of other software, considering other libraries your clients will be using alongside yours etc.. That said, if something is an "error" in some sense, it's at least reasonable to consider exceptions.
For something like authenticate(), I'd expect you to return a bool if you were able to compute a true/false value for the authentication, and throw an exception if something prevented you from doing that. The comment about using exceptions for flow control is suggesting NOT doing something like:
try {
...
authenticate();
// rely on the exception to not execute the rest of the code.
...
} catch (...) { ... }
For instance, I can imagine an authenticate() method that relies on contacting some service, and if you can't communicate with that service for some reason, you don't know if the credentials are good or bad.
Then again, the other major rule of thumb for APIs is "be consistent". If the rest of the API relies on exceptions to serve as the false value in similar cases, use that, but to me, it's a little on the ugly side. I'd lean toward reserving exceptions for the exceptional case - i.e. rare, shouldn't ever happen during normal operations, cases.

How should one log when an exception is triggered?

In a program I recently wrote, I wanted to log when my "business logic" code triggered an exception in third-party or project APIs. ( To clarify, I want to log when use of an an API causes an exception. This can be many frames above the actual throw, and may be many frames below the actual catch ( where logging of the exception payload can occur. ) ) I did the following:
void former_function()
{
/* some code here */
try
{
/* some specific code that I know may throw, and want to log about */
}
catch( ... )
{
log( "an exception occurred when doing something with some other data" );
throw;
}
/* some code here */
}
In short, if an exception occurs, create a catch-all clause, log the error, and re-throw. In my mind this is safe. I know in general catch-all is considered bad, since one doesn't have a reference to the exception at all to get any useful information. However, I'm just going to re-throw it, so nothing is lost.
Now, on its own it was fine, but some other programmers modified this program, and ended up violating the above. Specifically, they put a huge amount of code into the try-block in one case, and in another removed the 'throw' and placed a 'return'.
I see now my solution was brittle; it wasn't future-modification-proof.
I want a better solution that does not have these problems.
I have another potential solution that doesn't have the above issue, but I wonder what others think of it. It uses RAII, specifically a "Scoped Exit" object that implicitly triggers if std::uncaught_exception is not true on construction, yet is true on destruction:
#include <ciso646> // not, and
#include <exception> // uncaught_exception
class ExceptionTriggeredLog
{
private:
std::string const m_log_message;
bool const m_was_uncaught_exception;
public:
ExceptionTriggeredLog( std::string const& r_log_message )
: m_log_message( r_log_message ),
m_was_uncaught_exception( std::uncaught_exception() )
{
}
~ExceptionTriggeredLog()
{
if( not m_was_uncaught_exception
and std::uncaught_exception() )
{
try
{
log( m_log_message );
}
catch( ... )
{
// no exceptions can leave an destructor.
// especially when std::uncaught_exception is true.
}
}
}
};
void potential_function()
{
/* some code here */
{
ExceptionTriggeredLog exception_triggered_log( "an exception occurred when doing something with some other data" );
/* some specific code that I know may throw, and want to log about */
}
/* some code here */
}
I want to know:
technically, would this work robustly? Initially it seems to work, but I know there are some caveats about using std::uncaught_exception.
is there another way to accomplish what I want?
Note: I've updated this question. Specifically, I've:
added the try/catch that was initially missing, around the log function-call.
added tracking the std::uncaught_exception state on construction. This guards against the case where this object is created inside a 'try' block of another destructor which is triggered as part of exception stack-unwinding.
fixed the new 'potential_function' to create a named object, not a temporary object as before.
I have no comment on your method, but it seems interesting! I have another way that might also work for what you want, and might be a little more general-purpose. It requires lambdas from C++11 though, which might or might not be an issue in your case.
It's a simple function template that accepts a lambda, runs it and catches, logs and rethrows all exceptions:
template <typename F>
void try_and_log (char const * log_message, F code_block)
{
try {
code_block ();
} catch (...) {
log (log_message);
throw;
}
}
The way you use it (in the simplest case) is like this:
try_and_log ("An exception was thrown here...", [&] {
this_is_the_code ();
you_want_executed ();
and_its_exceptions_logged ();
});
As I said before, I don't know how it stacks against your own solution. Note that the lambda is capturing everything from its enclosing scope, which is quite convenient. Also note that I haven't actually tried this, so compile errors, logical problems and/or nuclear wars may result from this.
The problem I see here is that it is not easy to wrap this into a macro, and expecting your colleagues to write the [=] { and } parts correctly and all the time might be too much!
For wrapping and idiot-proofing purposes, you'll probably need two macros: a TRY_AND_LOG_BEGIN to emit the first line till the opening brace for the lambda and an TRY_AND_LOG_END to emit the closing brace and parenthesis. Like so:
#define TRY_AND_LOG_BEGIN(message) try_and_log (message, [&] {
#define TRY_AND_LOG_END() })
And you use them like this:
TRY_AND_LOG_BEGIN ("Exception happened!") // No semicolons here!
whatever_code_you_want ();
TRY_AND_LOG_END ();
Which is - depending on your perspective - is either a net gain or a net loss! (I personally prefer the straightforward function call and lambda syntax, which gives me more control and transparency.
Also, it is possible to write the log message at the end of the code block; just switch the two parameters of the try_and_log function.

Way for C++ destructor to skip work when specific exception being thrown?

I have an object on the stack for which I wish its destructor to skip some work when the destructor is being called because the stack is being unwound due to a specific exception being thrown through the scope of the object on the stack.
Now I could add a try catch block inside the scope of the stack item and catch the exception in question and notify the stack object to not run the work to be skipped an then rethrow the exception as follows:
RAII_Class pending;
try {
doSomeWorkThatMayThrowException();
} catch (exceptionToSkipPendingDtor &err) {
pending.notifySkipResourceRelease();
throw;
}
However, I'm hoping there is a more elegant way to do this. For example imagine:
RAII_Class::~RAII_Class {
if (detectExceptionToSkipPendingDtorBeingThrown()) {
return;
}
releaseResource();
}
You can almost do this with std::uncaught_exception(), but not quite.
Herb Sutter explains the "almost" better than I do: http://www.gotw.ca/gotw/047.htm
There are corner cases where std::uncaught_exception() returns true when called from a destructor but the object in question isn't actually being destroyed by the stack unwinding process.
You're probably better off without RAII because it doesn't match your use case. RAII means always clean up; exception or not.
What you want is much simpler: only release resource if an exception is not throw which is a simple sequence of functions.
explicitAllocateResource();
doSomeWorkThatMayThrowException();
explicitReleaseResource(); // skipped if an exception is thrown
// by the previous function.
I would do it the other way around - explicitly tell it to do its work if no exception was thrown:
RAII_Class pending;
doSomeWorkThatMayThrowException();
pending.commit(); // do or prepare actual work
This seems to circumvent the main reason to use RAII. The point of RAII is that if an exception happens in the middle of your code you can still release resources/be destructed properly.
If this isn;t the semantic you want, then don't use RAII.
So instead of:
void myFunction() {
WrapperClass wc(acquireResource());
// code that may throw
}
Just do:
void myFunction() {
Resource r = acquireResource();
// code that may throw
freeResource(r);
}
If the code in the middle throws, the resource won't be freed. This is what you want, rather than keeping RAII (and keeping the name) but not implementing RAII semantics.
Looks like bool std::uncaught_exception(); does the trick if you want to have this behavior for every exception, not just special ones!
You can do without a try-catch:
RAII_Class pending;
doSomeWorkThatMayThrowException(); // intentional: don't release if throw
pending.releaseResource();
Alternatively, you can try a little harder with RAII:
struct RAII_Class {
template<class Op>
void execute(Op op) {
op();
releaseResources();
}
private:
void releaseResources() { /* ... */ }
};
int main(int argc, char* argv[])
{
RAII_Class().execute(doSomeWorkThatMayThrowException);
return 0;
}
Although it would be a kludge at best, if you own the code for the exception class you're interested in, you could add a static data member to that class (bool) that would be set to "true" in the constructor for objects of that class, and false in the destructor (might need to be an int that you increment/decrement instead). Then in the destructor of your RAII class, you can check std::uncaught_exception(), and if true, query the static data member in your exception class. If you get true (or > 0) back, you've got one of those exceptions--otherwise you ignore it.
Not very elegant, but it would probably do the trick (as long as you don't have multiple threads).
I found this website with an interesting discussion about std::uncaught_exception() and an alternative solution to your question that seems much more elegant and correct to me:
http://www.gotw.ca/gotw/047.htm
// Alternative right solution
//
T::Close() {
// ... code that could throw ...
}
T::~T() /* throw() */ {
try {
Close();
} catch( ... ) {
}
}
In this way you're destructor does only one thing and you're protected against throwing an exception during an exception (which I assume is the problem you're trying to solve).