Will this shader compiler work with geometry and tessellation shaders

I have no Idea how to write geometry and tessellation shaders and I am anticipating being able to use them. I created a class to store as many shaders as I would need, but I only added the relevant code.

struct ShaderInfo {
	GLuint mHandle;
	map<string, GLint> mUniformLocations;
	string code;
};

enum ShaderType {
	PROGRAM,
	INDIVIDUAL
};
		glCompileShader(te);
		checkErrors(te, INDIVIDUAL);
	}
	GLuint mHandle = glCreateProgram();
	if (mHandle == 0)
	{
		errorMes = "Unable to create shader program!" + errorMes;
		error = true;
		return;
	}

	glAttachShader(mHandle, vs);
	glAttachShader(mHandle, fs);
	if (geom != "") glAttachShader(mHandle, gs);
	if (tess_c != "") glAttachShader(mHandle, tc);
	if (tess_e != "") glAttachShader(mHandle, te);

	glLinkProgram(mHandle);
	checkErrors(mHandle, PROGRAM);


	glDeleteShader(vs);
	glDeleteShader(fs);
	if (geom != "") glDeleteShader(gs);
	if (tess_c != "") glDeleteShader(tc);
	if (tess_e != "") glDeleteShader(te);
	if (errorMes != "") errorMes = name + " " + errorMes;
	ShaderInfo info;
	info.mHandle = mHandle;
	info.code = source;
	info.mUniformLocations.clear();
	shadstore[name] = info;
}

I forgot to include this

void ShaderEditor::checkErrors(GLuint shader, ShaderType type)
{
	int status = 0;
	if (type == PROGRAM)
	{
		glGetProgramiv(shader, GL_LINK_STATUS, &status);
		if (status == GL_FALSE)
		{
			GLint length = 0;
			glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &length);

			// The length includes the NULL character
			string errorLog(length, ' ');	// Resize and fill with space character
			glGetProgramInfoLog(shader, length, &length, &errorLog[0]);
			errorMes += "Error! Shader program failed to link. " + errorLog + "\n";
		}
	}
	else
	{
		glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
		if (status == GL_FALSE)
		{
			GLint length = 0;
			glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);

			// The length includes the NULL character
			string errorLog(length, ' ');  // Resize and fill with space character
			glGetShaderInfoLog(shader, length, &length, &errorLog[0]);
			errorMes += "Error! Shader failed to compile. " + errorLog + "\n";
		}
	}
}