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Revision as of 22:45, 16 June 2021
Description
- Description:
- Defines a try-catch structure. This sets up an exception handling block. Any thrown exception in a try block is caught in a catch block. The structured exception block has the following form:
try { /* block that can throw exception */ } catch { /* block that processes the exception. Exception is described in the _exception variable */ };
- Groups:
- Program Flow
Syntax
- Syntax:
- try code
- Parameters:
- code: Code
- Return Value:
- Exception Type
Alternative Syntax
- Syntax:
- args try code Template:Since
- Parameters:
- args: Anything - passed arguments, will be put in _this variable inside the "code"
- code: Code
- Return Value:
- Exception Type
Examples
- Example 1:
try {throw "invalid argument"} catch {hint str _exception};
- Example 2:
- Template:Since:
123 try {if (_this != 123) throw "invalid argument"} catch {hint str _exception};
- Example 3:
- The correct usage of shorthand alt syntax:
try { if (a > b) throw "Error: some error"; // OK // The command argument is static } catch { hint str _exception; }; try { _someFunc = { ..... }; if (a > b) throw (call _someFunc); // NOT OK // The command argument is dynamic // _someFunc is called first to get the value regardless of (a > b) outcome } catch { hint str _exception; }; try { _someFunc = { ..... }; if (a > b) then {throw (call _someFunc)}; /// OK // The command argument is dynamic // _someFunc is only called when (a > b) is true } catch { hint str _exception; };
Additional Information
- See also:
- Exception handlingthrowcatch
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on June 9, 2015 - 20:52 (UTC)
- Killzone Kid
- Do not expect this behave like Javascript try catch and ignore all errors. But it does have one useful behaviour. Normally when a runtime error occurs in SQF (unlike when there is compile error) it continues to execute till the end. But if the script is placed in try {} scope and throw is used upon error, the script immediately terminates, exits the try {} scope and enters catch {} scope. This way it is possible to process possible exceptions in civilised manner.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Program Flow