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?
Just to answer the question (since nobody else seems to have answered it), the C++03 standard defines std::bad_alloc
as follows:
namespace std {
class bad_alloc : public exception {
public:
bad_alloc() throw();
bad_alloc(const bad_alloc&) throw();
bad_alloc& operator=(const bad_alloc&) throw();
virtual ˜bad_alloc() throw();
virtual const char* what() const throw();
};
}
Since the standard defines a public constructor, you'd be perfectly safe to construct and throw one from your code. (Any object with a public copy constructor can be thrown, IIRC).