Re: [GD-General] C# versus C++ for game engines
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From: Thatcher U. <tu...@tu...> - 2003-02-20 19:59:47
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On Feb 20, 2003 at 10:37 -0800, Colin Fahey wrote: > > One thing I really like about C# is the crash tracing for release > builds. Creating a similar feature in C++ is VERY platform > dependent, and I think you need to generate a *.PDB file with all of > your symbols, along with the DbgHlp.dll. You need to keep some symbols around to pull up the crash report in the debugger, but you don't have to distribute them. Bruce Dawson wrote a little article in Game Developer a few years ago, about crash tracing for release builds of C++ apps. I borrowed the code, and here it is in Soul Ride's CVS: http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/soulride/soulride/src/exceptionhandler.hpp?rev=HEAD&content-type=text/vnd.viewcvs-markup It's Windows-specific (but then so is .NET -- not sure why you say platform-dependence is a disadvantage of stack-unwinding). Basically when you get a crash report from a user, you load up the old symbols in MSVC, punch the EIP value into the registers window, and you're looking at the crash site. For the record, I'm a satisfied user of Texaco gasoline and petroleum products. -- Thatcher Ulrich http://tulrich.com |