The try block lets you test a block of code for errors. The except block lets you handle the error. The else block lets you execute code when there is no error. The finally block lets you execute code, regardless of the result of the try- and except blocks.
Exception handling with try, except, else, and finallyIf any exception occurs, but the except clause within the code doesn't handle it, it is passed on to the outer try statements. If the exception is left unhandled, then the execution stops. A try statement can have more than one except clause.
We can specify which exceptions an except clause should catch. A try clause can have any number of except clauses to handle different exceptions, however, only one will be executed in case an exception occurs. We can use a tuple of values to specify multiple exceptions in an except clause.
You just need two try/finally
blocks:
Screen.Cursor:= crHourGlass;
try
Obj:= TSomeObject.Create;
try
// do something
finally
Obj.Free;
end;
finally
Screen.Cursor:= crDefault;
end;
The guideline to follow is that you should use finally
rather than except
for protecting resources. As you have observed, if you attempt to do it with except
then you are forced to write the finalising code twice.
Once you enter the try/finally
block, the code in the finally
section is guaranteed to run, no matter what happens between try
and finally
.
So, in the code above, the outer try/finally
ensures that Screen.Cursor
is restored in the face of any exceptions. Likewise the inner try/finally
ensures that Obj
is destroyed in case of any exceptions being raised during its lifetime.
If you want to handle an exception then you need a distinct try/except
block. However, in most cases you should not attempt to handle exceptions. Just let it propagate up to the main application exception handler which will show a message to the user.
If you handle the exception to low down the call chain then the calling code will not know that the code it called has failed.
Your original code isn't quite as bad as you think (it's bad, though):
procedure TForm1.Button1Click(Sender: TObject);
var
Obj: TSomeObject;
begin
Screen.Cursor := crHourGlass;
Obj := TSomeObject.Create;
try
// do something
finally
Obj.Free;
end;
Screen.Cursor := crDefault;
end;
Obj.Free
will be executed no matter what happens when you // do something
. Even if an exception occurrs (after try
), the finally
block will be executed! That is the whole point of the try..finally
construct!
But you also want to restore the cursor. The best way is to use two try..finally
constructs:
procedure TForm1.Button1Click(Sender: TObject);
var
Obj: TSomeObject;
begin
Screen.Cursor := crHourGlass;
try
Obj := TSomeObject.Create;
try
// do something
finally
Obj.Free;
end;
finally
Screen.Cursor := crDefault;
end;
end;
As others have explained, you need to protect the cursor change with try finally
block. To avoid writing those I use code like this:
unit autoCursor;
interface
uses Controls;
type
ICursor = interface(IInterface)
['{F5B4EB9C-6B74-42A3-B3DC-5068CCCBDA7A}']
end;
function __SetCursor(const aCursor: TCursor): ICursor;
implementation
uses Forms;
type
TAutoCursor = class(TInterfacedObject, ICursor)
private
FCursor: TCursor;
public
constructor Create(const aCursor: TCursor);
destructor Destroy; override;
end;
{ TAutoCursor }
constructor TAutoCursor.Create(const aCursor: TCursor);
begin
inherited Create;
FCursor := Screen.Cursor;
Screen.Cursor := aCursor;
end;
destructor TAutoCursor.Destroy;
begin
Screen.Cursor := FCursor;
inherited;
end;
function __SetCursor(const aCursor: TCursor): ICursor;
begin
Result := TAutoCursor.Create(aCursor);
end;
end.
Now you just use it like
uses
autoCursor;
procedure TForm1.Button1Click(Sender: TObject);
var
Obj: TSomeObject;
begin
__SetCursor(crHourGlass);
Obj:= TSomeObject.Create;
try
// do something
finally
Obj.Free;
end;
end;
and Delphi's reference counted interface mechanism takes care of restoring the cursor.
I think the most "correct" version would be this:
procedure TForm1.Button1Click(Sender: TObject);
var
Obj: TSomeObject;
begin
Obj := NIL;
Screen.Cursor := crHourGlass;
try
Obj := TSomeObject.Create;
// do something
finally
Screen.Cursor := crDefault;
Obj.Free;
end;
end;
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