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chadaustin | 9 months ago
That said, we did have a bunch of hand-rolled state capturing (including Python thread stacks) so maybe WER wouldn't have been as useful anyway.
chadaustin | 9 months ago
That said, we did have a bunch of hand-rolled state capturing (including Python thread stacks) so maybe WER wouldn't have been as useful anyway.
muststopmyths|9 months ago
Writing your own minidump uploader in the unhandled exception filter is/was a very common practice in games, while obviously not ideal.
I think Unreal Engine might still do that. So I think that the claim that Direct3D captures exceptions is suspect.
It may trap them and return EXCEPTION_CONTINUE_SEARCH to pass it on to the next handler, but I have a hard time coming up with a reason why it would trap them in the first place. I have personally never seen Direct3D trap an exception in my long career.
Maybe you were expecting C++ exceptions to be caught, but these APIs are only for SEH.
Now Flash, I have no experience with.
Yes, I know it's a 16year old post. But I must stop myths.
ack_complete|9 months ago
https://code.google.com/archive/p/crashrpt/issues/104
It was introduced in a Windows 7 update and documented in a knowledge base article that has since been removed instead of the regular Win32 docs, so information on it is harder to find these days.
chadaustin|9 months ago
> So I think that the claim that Direct3D captures exceptions is suspect.
I would think that too - but I based my claims on a stack trace captured at the time in the overridden SetUnhandledExceptionFilter. Now, computers were the Wild West then, and who knows where those DLLs actually originated, and any further details are lost to time.
> Maybe you were expecting C++ exceptions to be caught, but these APIs are only for SEH.
The distinction was clear then. And very well-documented by Microsoft. We caught all C++ exceptions before SEH.
> Yes, I know it's a 16year old post. But I must stop myths.
Your goal is laudable but I don’t love comments that discount a concrete history that I lived (and documented!). I call this out mostly because it’s happened before in discussions of old Windows APIs. I wish it were easier to get a snapshot of MSDN circa Windows XP, etc.