I have this code..
CEngineLayer::CEngineLayer(void)
{
// Incoming creation of layers. Wrapping all of this in a try/catch block is
// not helpful if logging of errors will happen.
logger = new (std::nothrow) CLogger(this);
if(logger == 0)
{
std::bad_alloc exception;
throw exception;
}
videoLayer = new (std::nothrow) CVideoLayer(this);
if(videoLayer == 0)
{
logger->log("Unable to create the video layer!");
std::bad_alloc exception;
throw exception;
}
}
IEngineLayer* createEngineLayer(void)
{
// Using std::nothrow would be a bad idea here as catching things thrown
// from the constructor is needed.
try
{
CEngineLayer* newLayer = new CEngineLayer;
return (IEngineLayer*)newLayer;
}
catch(std::bad_alloc& exception)
{
// Couldn't allocate enough memory for the engine layer.
return 0;
}
}
I've omitted most of the non-related information, but I think the picture is clear here.
Is it okay to manually throw an std::bad_alloc instead of try/catching all of the layer creations individually and logging before rethrowing bad_allocs?
You don't need to do that. You can use the parameterless form of the throw
statement to catch the std::bad_alloc
exception, log it, then rethrow it:
logger = new CLogger(this);
try {
videoLayer = new CVideoLayer(this);
} catch (std::bad_alloc&) {
logger->log("Not enough memory to create the video layer.");
throw;
}
Or, if logger
is not a smart pointer (which it should be):
logger = new CLogger(this);
try {
videoLayer = new CVideoLayer(this);
} catch (std::bad_alloc&) {
logger->log("Not enough memory to create the video layer.");
delete logger;
throw;
} catch (...) {
delete logger;
throw;
}