Posts Tagged exception

Handling Errors Without Exceptions: Part 1

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Exceptions are the de facto way to handle errors in C#, but they have problems. Callers don’t know if the function they’re calling will throw an exception at all or which types of exceptions it’ll throw. Exceptions also introduce an alternative control flow that’s often hard for programmers to follow. They make our code slower too, even when never thrown! Today’s article introduces an alternative to exceptions to help solve all of these issues. Read on to learn a new way to handle errors!

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From AS3 to C#, Part 17: Conditionals, Exceptions, and Iterators

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Continuing the series on C# syntax, today we’ll look at the differences an AS3 programmer can expect to encounter when using conditionals (if/else, switch/case/break/goto) and exceptions (try/catch/finally/throw). We’ll also look at iterators, an all-new category for AS3 programmers that empowers us to both iterate however we want and to write coroutines, a kind of lightweight pseudo-thread.

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Finally An Article About The Finally Keyword

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Try as I might, I just couldn’t find any articles about AS3’s finally keyword. Sure I found Adobe’s documentation, but it seems no one is commenting any further about finally. So today I’ll tackle the performance of what seems to be a straightforward keyword. Could it possibly cause a slowdown? Read on to find out!

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Typecasting: Part 3

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Today’s article is a followup to an article (Cast Speed, itself a followup to Two Types of Casts) from September that continues to gather comments. Sharp-eyed reader fastas3 brought up a good point that warranted some further investigation into the topic. So today we’ll be taking yet-another look at typecasting in AS3 to try to unravel some of its strange mysteries.

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Try/Catch Slowdown: Part 2

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Today’s article is in response to a comment left about my article on try/catch slowdowns. The second time around I will provide an example that is hopefully more “real world” than the last article provided.

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Try/Catch Slowdown

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Try/catch blocks are certainly a nice feature to have. They allow you to catch errors that are beyond your control and handle them in a nice manner. They also allow you to throw your own errors and handle them in the same way. This would all be great if it weren’t for the fact that they are tremendously slow. Read on for some surprising test results.

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