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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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:

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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