[Bf-committers] Blender Logging

Jason Wilkins jason.a.wilkins at gmail.com
Wed Oct 17 16:39:42 CEST 2012

I wasn't going to choose one particular logging library.  I was going
to create a very simple wrapper that you could plug any back-end into
easily.  Using glog is just one of those, and one reason for prompting
this discussion is so I can see if anybody has any opinion on which
one to target as the default.

It isn't a huge project, replace half a dozen standard library
functions and add a couple of parameters for message type and source.

It is just a tedious little project that is not very sexy :)

On Wed, Oct 17, 2012 at 2:06 AM, Sergey Sharybin <sergey.vfx at gmail.com> wrote:
> I'm currently not so much convinced it'll indeed worth spending time on
> this now. If you really want to look into this would suggest looking into
> writting C wrapper for glog (C++ stuff could use glog directly). This
> library is already heavily used in some areas, supports lots of features
> and having another logger seems quite stupid for me.
> On Wed, Oct 17, 2012 at 6:52 AM, Alex Fraser <alex at phatcore.com> wrote:
>> On 17 October 2012 08:09, Jason Wilkins <jason.a.wilkins at gmail.com> wrote:
>> > Rather than keep this on the back burner I figured I'd put this out
>> > there for people to give some feedback.  I was thinking of replacing
>> > all direct use of the standard file handles (stdin, stderr) in Blender
>> > with a single set of logging functions.  This function could intercept
>> > all messages and conditionally send them anywhere you wanted.  In
>> > particular I was thinking you could use one of the popular open source
>> > logging libraries as a backend (log4cxx for example).  So nobody would
>> > need to implement a backend to send results over the network, that has
>> > already been done.
>> +1. I don't know what this would be like to implement in Blender, but
>> all the projects that I've converted to use logging have since been
>> much nicer to develop.
>> Alex
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> --
> With best regards, Sergey Sharybin
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