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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Throwing exceptions

When we talk about adding errors, we refer to the process as exception throwing, which is an apt visual analogy. Throwing exceptions is part of something called defensive programming, which essentially means that you actively and consciously guard against improper or unplanned operations in your code. To mark those situations, you throw out an exception from a method that is then handled by the calling code. 

Let's take an example: say we have an if statement that checks whether a player's email address is valid before letting them sign up. If the email entered is not valid, we want our code to throw an exception:

public void ValidateEmail(string email)
{
if(!email.Contains("@"))
{
throw new System.ArgumentException("Email is invalid");
}
}

We use the throw keyword to send out the exception, which is created with the new keyword followed by the exception we specify. System.ArgumentException() will log the information...

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