Esempio n. 1
0
        private static void Main()
        {
            SetupLoggers();

            // print our first message.  It will go to cout because that is the default.
            LogP.WriteLine(LogLevel.Info, "This is an informational message.");

            var variable = 8;

            // Here is a debug message.  It won't print though because its log level is too low (it is below LINFO).
            LogP.WriteLine(LogLevel.Debug, $"The integer variable is set to {variable}");


            if (variable > 4)
            {
                LogP.WriteLine(LogLevel.Warn, $"The variable is bigger than 4!  Its value is {variable}");
            }

            LogP.WriteLine(LogLevel.Info, "make two threads");
            var action = new Dlib.ThreadAction(Thread);

            Dlib.CreateNewThread(action, new IntPtr(0));
            Dlib.CreateNewThread(action, new IntPtr(0));

            var myTest = new Test();

            myTest.Warning();

            LogP.WriteLine(LogLevel.Info, "we are going to sleep for half a second.");
            // sleep for half a second
            Dlib.Sleep(500);
            LogP.WriteLine(LogLevel.Info, "we just woke up");



            LogP.WriteLine(LogLevel.Info, "program ending");


            // It is also worth pointing out that the logger messages are atomic.  This means, for example, that
            // in the above log statements that involve a string literal and a variable, no other thread can
            // come in and print a log message in-between the literal string and the variable.  This is good
            // because it means your messages don't get corrupted.  However, this also means that you shouldn't
            // make any function calls inside a logging statement if those calls might try to log a message
            // themselves since the atomic nature of the logger would cause your application to deadlock.
        }