Microsoft C++ exception: Standard_Failure at memory location 0x003ef018

I am working with the BRepFilletAPI_MakeFillet class. here is my code:-

BRepFilletAPI_MakeFillet mkFillet(theShape);
mkFillet.Add(2.2,theEdge);
try{
mkFillet.Build();
}
catch(Standard_Failure ex){
///**********************
}
catch(...){
return;
}

the program is breaking after executing this line :- mkFillet.Build();
with showing this:-
" Microsoft C++ exception: Standard_Failure at memory location 0x003ef018".
without catching the exception.

please help me if anyone have an idea about what is happening...............

Mikhail Sazonov's picture

Dear Dileep, you incorrectly use catch statement to catch OCC exceptions. I recommend you to study the following section of the documentation:
Handling exceptions

Dileep's picture

Dear msv, I could be able to solve my problem with your help. thank you very much for your time. :)

here is my code:-
#include
#include

try{

OCC_CATCH_SIGNALS
mkFillet.Build();
}
catch(Standard_Failure){

Handle(Standard_Failure) error = Standard_Failure::Caught();
return;
}

j-kilian's picture

OK, thanks for the answer!

j-kilian's picture

So far, I have only tried to compile the Foundation classes. The first problem is the use of CShell scripts for compiling, as BeOS (by default) uses bash. A few minutes editing and "sed"ing fixed that. The compiler used in the Intel version of BeOS is GCC, so there were no problems compiling most of the code. The only errors occurred in the memory managers (BeOS doesn't have mmap(), but since the memory manager only uses mmap() to allocate empty areas, I think I can work around this lack using BeOS-specific system calls) and in the OSD directory. I haven't started on the OSD stuff yet, but I expect few problems. BeOS has an almost POSIX compliant standard library, so I'll base my port on the Linux version. BeOS has shared libraries (which can be dynamically loaded), so no problems there. The main effort will be the visualization and UI, because the window system in BeOS is not even remotely related to X (there is OpenGL support, which will help a lot). I'll definitely keep you informed about my progress.

Bye,

Jens.