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by chadaustin
393 days ago
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Hello, author here (16 years ago). I don't think that component existed then. In hindsight, we would have either used WER or initiated crash dumps from outside of the process via a watchdog. It is quite problematic to attempt to capture your process state from within a failed process. 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. |
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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.