On Tuesday, October 29, 2002, at 04:26 PM, Herve Quiroz wrote:
I understand this is not the scope of such a library (I mean game
development...). But in my case, even warning statements (such as a wrong
key binding or a network disconnection) should not slow the game. So maybe
I need to use a m
Hi again
> There's isEnabledFor(Level), which works.
> As a matter of practice: warnings, errors, fatals are considered in our
> system to be rare events, always worthy of attention, and events where
> logging performance is not a consideration, they must be logged. Debug
> statements are the opp
Hi,
>>before logging any event. But why is there only such a method for
DEBUG
>>and INFO ? I am pretty sure there is a reason for not having
>>isWarningEnabled(), isErrorEnabled(), and isFatalEnabled() but I
cannot
>>see which... Could you please enlighten me on this point ?
There's isEnabledFor(
The reason is that errors which are by definition rare events, do not need
to be performance sensitive. I hope that helps,
At 11:00 29.10.2002 +0100, you wrote:
Hi
I am using log4j at work (building a network simulator mostly) and was
wondering how it could perform in a game development project
Hi
I am using log4j at work (building a network simulator mostly) and was
wondering how it could perform in a game development project. Regarding
performance, it seem obvious to use the Logger.isDebugEnabled() and such
before logging any event. But why is there only such a method for DEBUG
and INF