Re: NULL

From:
 Diego Martins <jose.diego@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Tue, 26 Jun 2007 15:05:08 -0000
Message-ID:
<1182870308.461403.18730@m36g2000hse.googlegroups.com>
On Jun 26, 1:21 am, "Jim Langston" <tazmas...@rocketmail.com> wrote:

"Diego Martins" <jose.di...@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?


reusability and mantainability
you could propagate away to another caller

your way seems more like a "goto with stack unwinding"

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