Structured Exception Handling
Today I have been mainly learning about Structured Exception Handling (SEH). Unlike normal Exception Handling (EH), implemented at a compiler level by generic C++ compilers, SEH is implemented in Windows at an operating system level.
The details on how to use SEH are available from Microsoft, and there's a nice artical on Gamedev.net as well, but that's not what I'm interested in...
The actually implementation details are far more interesting. There's a couple of interesting articles on this by Matt Pietrek and Jeremy Gordon.
And, hey, guess what? There's a whole heap (no pun intended) of intesting stuff being stored on the stack...
Update 23-May-2006: Fixed bad link. My bad.
