Try-catch in draw-function

Hi and hello,
I'm creating a program that handels a lot of drawing. It happens that I get some objects that are null.
My old solution was that I made several if:s to see if some of the objects was null. The code was very ugly so I instead of the if:s i want to make a try-catch inside the draw-function.
Old code:
public void draw() {
DoStuffObject object1 = new DoStuffObject();
if (object1 == null)
return;
DoStuffObject object2 = new DoStuffObject();
if (object2 == null)
return;
DoStuffObject object3 = new DoStuffObject();
if (object3 == null)
return;
// Draw...
New code:
public void draw() {
try {
DoStuffObject object1 = new DoStuffObject();
DoStuffObject object2 = new DoStuffObject();
DoStuffObject object3 = new DoStuffObject();
catch (NullPointerException e) {
// Wrong
// Draw...
Is the try-catch a stupid sloution for some reason?
I think I have read that it was slowing down the process.
Thanks!
Erik

CeciNEstPasUnProgrammeur:
You don't need to care about the new DoStuffObject. I
was only trying to make my point with the try-catch
instead of the if:s.If I don't need to care about the code, why do you post it? It's very misleading.
We can say that I do getDoStuffObject() instead of
the new DoStuffObject() and the object I'm getting
may be null.Use the ifs, or better, refactor to create a model that your view simply has to draw - or have one method return a set of those objects to iterate over. Hard to tell what you need to do without knowing your code. But whatever it is, don't use exceptions. Some would say don't use multiple returns either.
if (a == null || b == null || c == null ...) {
  // do stuff
}

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