For getting information to the user, I use the python logging module. I
install my own handler for nuke. After it's set, I just call
myLogger.warning()  (or debug, info, error, critical).

Regarding exceptions in the init and menu, it's imperative to have stable
code to keep nuke launching. A try/accept statement is a good way to
protect the launch process. I have some technical artists that like to
contribute code. I don't give them access to the init.py so I can keep a
close watch on it.

Side note: A conversation about logging happened on the maya-python list
just recently, and Asi Sudai was kind enough to share his log handlers for
maya and nuke, details below.

Cheers,
Jesse

On Mon, Mar 3, 2014 at 12:01 PM, Asi Sudai <snipped> wrote:

> I'm a big fan of the logging module too...
> On GitHub I made a custom Logging module, based on python logging, with
> support for Maya, Nuke and MotionBuilder unique messages.
> https://github.com/asisudai/cg-logging/blob/master/cgLogging.py
>
> features are:
> - will use Maya or Nuke built-in warning messages
> - will popup a msgbox for FATAL level, so the artists ( which rarely look
> at the script editor ) could see
> - will print to stdout or/and to the application script-editor.
> - Email developer the traceback msg ( feature that isn't on GitHub, but
> you could add easily to FATAL if you wish )
>
> hope it helps anyone, feel free to contribute or branch this git.
>
>
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