Shall we check if passed parameters are valid?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 26/07/2012 at 08:49, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:    
    Platform:      
    Language(s) :

    ---------
    In the SDK Examples, the SculptingTool example (sculpting.cpp) performs some checks in ToolData::MouseInput().

    Bool SculptingTool::MouseInput(BaseDocument *pDoc, BaseContainer &data, BaseDraw *pDraw, EditorWindow *win, const BaseContainer &msg)  
    {  
      if (!pDoc)  
          return TRUE;  
      if (pDraw != pDoc->GetActiveBaseDraw())  
          return TRUE;  
      
      /* .. */  
    }
    

    Why should Cinema pass invalid arguments to our plugins, should we really perform these kind of checks?

    -Nik



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 26/07/2012 at 09:00, xxxxxxxx wrote:

    Better safe than sorry :) It may be a bit over defensive but you should never assume a pointer to be valid, especially in a multi-threaded application as CINEMA 4D.

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 30/07/2012 at 11:24, xxxxxxxx wrote:

    Ok, you're right at this point. Thanks! :)

    -Nik


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