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Peter
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You should always handle exceptions if you know what they are about, and crash if you don't.

Players overwhelmingly prefer a crash to a corrupted save.

Handling the exception doesn't meanIf you have to fixwant just one single rule that handles any and all unhandled exceptions, the bugonly feasible one is to crash. Sure, it's far better if there is more graceful handling in case of minor/cosmetic bugs - but to do that you need to figure out which ones are minor/cosmetic.

You can handle minor/cosmetic bugs by writing to the log and or implementing a "temporary" workaround is perfectly fine, if you decide that the bug is acceptable. But to decide if a bug is acceptableminor/cosmetic you have to first know what itthe bug is.


it's really hard or impossible to predict most situations when this could happen.

If there are lots of unhandled exceptions that are impossible to predict, there are major flaws in the software that must be fixedaddressed. If there are just a few unhandled exceptions, you find them with Unit Testing, then internal testing, then alpha and beta testing.

You should always handle exceptions if you know what they are about, and crash if you don't.

Players overwhelmingly prefer a crash to a corrupted save.

Handling the exception doesn't mean you have to fix the bug - writing to the log and implementing a "temporary" workaround is perfectly fine, if you decide that the bug is acceptable. But to decide if a bug is acceptable you have to first know what it is.


it's really hard or impossible to predict most situations when this could happen.

If there are lots of unhandled exceptions that are impossible to predict, there are major flaws in the software that must be fixed. If there are few unhandled exceptions, you find them with Unit Testing, then internal testing, then alpha and beta testing.

You should always handle exceptions if you know what they are about, and crash if you don't.

Players overwhelmingly prefer a crash to a corrupted save.

If you want just one single rule that handles any and all unhandled exceptions, the only feasible one is to crash. Sure, it's far better if there is more graceful handling in case of minor/cosmetic bugs - but to do that you need to figure out which ones are minor/cosmetic.

You can handle minor/cosmetic bugs by writing to the log and or implementing a "temporary" workaround. But to decide if a bug is minor/cosmetic you have to first know what the bug is.


it's really hard or impossible to predict most situations when this could happen.

If there are lots of unhandled exceptions that are impossible to predict, there are major flaws in the software that must be addressed. If there are just a few unhandled exceptions, you find them with Unit Testing, then internal testing, then alpha and beta testing.

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Peter
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You should always handle exceptions if you know what they are about, and crash if you don'thandle exceptions if you know what they are about, and crash if you don't.

Players overwhelmingly prefer a crash to a corrupted save.

Handling the exception doesn't mean you have to fix the bug - writing to the log and implementing a "temporary" workaround is perfectly fine, if you decide that the bug is acceptable. But to decide if a bug is acceptable you have to first know what it is.


it's really hard or impossible to predict most situations when this could happen.

If there are lots of unhandled exceptions that are impossible to predict, there are major flaws in the software that must be fixed. If there are few unhandled exceptions, you find them with Unit Testing, then internal testing, then alpha and beta testing.

You should always handle exceptions if you know what they are about, and crash if you don't.

Players overwhelmingly prefer a crash to a corrupted save.

Handling the exception doesn't mean you have to fix the bug - writing to the log and implementing a "temporary" workaround is perfectly fine, if you decide that the bug is acceptable. But to decide if a bug is acceptable you have to first know what it is.


it's really hard or impossible to predict most situations when this could happen.

If there are lots of unhandled exceptions that are impossible to predict, there are major flaws in the software that must be fixed. If there are few unhandled exceptions, you find them with Unit Testing, then internal testing, then alpha and beta testing.

You should always handle exceptions if you know what they are about, and crash if you don't.

Players overwhelmingly prefer a crash to a corrupted save.

Handling the exception doesn't mean you have to fix the bug - writing to the log and implementing a "temporary" workaround is perfectly fine, if you decide that the bug is acceptable. But to decide if a bug is acceptable you have to first know what it is.


it's really hard or impossible to predict most situations when this could happen.

If there are lots of unhandled exceptions that are impossible to predict, there are major flaws in the software that must be fixed. If there are few unhandled exceptions, you find them with Unit Testing, then internal testing, then alpha and beta testing.

Source Link
Peter
  • 10k
  • 2
  • 35
  • 46

You should always handle exceptions if you know what they are about, and crash if you don't.

Players overwhelmingly prefer a crash to a corrupted save.

Handling the exception doesn't mean you have to fix the bug - writing to the log and implementing a "temporary" workaround is perfectly fine, if you decide that the bug is acceptable. But to decide if a bug is acceptable you have to first know what it is.


it's really hard or impossible to predict most situations when this could happen.

If there are lots of unhandled exceptions that are impossible to predict, there are major flaws in the software that must be fixed. If there are few unhandled exceptions, you find them with Unit Testing, then internal testing, then alpha and beta testing.