Re: NULL

From:
"Jim Langston" <tazmaster@rocketmail.com>
Newsgroups:
comp.lang.c++
Date:
Mon, 25 Jun 2007 21:21:12 -0700
Message-ID:
<Cv0gi.64$Ot2.28@newsfe06.lga>
"Diego Martins" <jose.diego@gmail.com> wrote in message
news:1182791896.125135.134200@o61g2000hsh.googlegroups.com...

On Jun 23, 1:19 pm, "Jim Langston" <tazmas...@rocketmail.com> wrote:

Returning a pointer (as others have commented on) is a valid method. The
method I use for this, however, is to throw, since I want to return a
reference.

CPlayer& FindPlayer( const std::string Name )
{
    for ( map_player::iterator i = World.ConnectedPlayers.begin(); i !=
World.ConnectedPlayers.end(); ++i)
    {
        if ( (*i).second.Character.Name == Name )
            return (*i).second;
    }

    throw 0;

}

//////////////////

   try
   {
       CPlayer& TargetPlayer = FindPlayer( Name );
       PlayerMoveTo( TargetPlayer, ThisPlayer.Character.Map,
ThisPlayer.Character.Pos );
       SendMessageToPlayer( Socket, MSG_SERVER_MESSAGE, Name + "
summoned." );
   }
   catch ( int )
   {
       SendMessageToPlayer( Socket, MSG_SERVER_MESSAGE, Name + " not
found." );
   }


next time, don't be so cheap and use an exception class instead of an
ordinary int (which does not hold any error info)


It doesn't need to hold any error info. If it throws, I know the error was
the key was not found, since that's all the function does. So why should I
bother setting up an exception class for an exception I will never look at?

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