since all vars are local, how would an error handling method gain access values, objects so that they can be logged, along with the error?
Hi Mikey,
Depending on your use case.
The throw
command allows you to generate errors with you own info:
That you can retrieve with the lasterrors
command:
Mathieu
the error handler can’t know the context. how would the original code know that there was an error?
this is a case where try/catch
would be very helpful.
in classic 4D, we could use process vars to overcome this issue, but in qodly, i think we need a new way.
this is why we’re working on it
1 Like
there isn’t a “roadmap” or a trello/project board published, is there?
No there is no such thing at the moment