RE: [GD-General] runtime error logging
Brought to you by:
vexxed72
|
From: Peter L. <pe...@to...> - 2003-07-15 19:22:03
|
you just need a signature you can check against a database of what's been
reported. If you have printf-style log messages, you can generate the
signature from the string; use the format-string if you want to limit
reports by class, or the output string if you have a more particular
definition of 'already seen error'.
Peter
> -----Original Message-----
> From: gam...@li...
> [mailto:gam...@li...]On Behalf Of
> Andras Balogh
> Sent: Tuesday, July 15, 2003 5:18 AM
> To: Stefan Boberg
> Subject: Re: [GD-General] runtime error logging
>
>
> Monday, July 14, 2003, 6:11:21 PM, Stefan Boberg wrote:
>
> >> Any ideas on how I could do "singleton" logging of errors?
> >> Can't think of any simple solution :(
>
> > Would this work ok in your case?
>
> > #define Singleton_Log(x) { static bool bSeen = false; \
> > if (bSeen == false) { bSeen = true; LogMessage(x) } }
>
>
> No, not really. :(
>
> The problem is that I handle errors at one place, and I would like to
> report many different errors and warnings, but only once each.
>
>
>
> b
>
>
>
>
> -------------------------------------------------------
> This SF.Net email sponsored by: Parasoft
> Error proof Web apps, automate testing & more.
> Download & eval WebKing and get a free book.
> www.parasoft.com/bulletproofapps1
> _______________________________________________
> Gamedevlists-general mailing list
> Gam...@li...
> https://lists.sourceforge.net/lists/listinfo/gamedevlists-general
> Archives:
> http://sourceforge.net/mailarchive/forum.php?forum_id=557
>
>
|