Пример #1
0
        internal void AddLevel(LevelEntry levelEntry)
        {
            if (levelEntry == null)
            {
                throw new ArgumentNullException("levelEntry");
            }
            if (levelEntry.Name == null)
            {
                throw new ArgumentNullException("levelEntry.Name");
            }

            // Lookup replacement value
            if (levelEntry.Value == -1)
            {
                Level previousLevel = LevelMap[levelEntry.Name];
                if (previousLevel == null)
                {
                    throw new InvalidOperationException("Cannot redefine level [" + levelEntry.Name + "] because it is not defined in the LevelMap. To define the level supply the level value.");
                }

                levelEntry.Value = previousLevel.Value;
            }

            LevelMap.Add(levelEntry.Name, levelEntry.Value, levelEntry.DisplayName);
        }
Пример #2
0
 static LogLevelMap()
 {
     foreach (FieldInfo fieldInfo in typeof(Level).GetFields(BindingFlags.Public | BindingFlags.Static))
     {
         if (fieldInfo.FieldType == typeof(Level))
         {
             levelMap.Add((Level)fieldInfo.GetValue(null));
         }
     }
 }
Пример #3
0
        static Log4NetLoggerService()
        {
            LogDeclaringType = System.Reflection.MethodBase.GetCurrentMethod().DeclaringType;
            Log = GetLogger(typeof(Log4NetLoggerService));

            var repository = Log.Logger.Repository;

            log4net.Config.XmlConfigurator.Configure(repository);
            LevelMap levelMap = repository.LevelMap;

            levelMap.Add("Verbose", levelMap.LookupWithDefault(Level.Info).Value);
            levelMap.Add("Medium", levelMap.LookupWithDefault(Level.Warn).Value);
            levelMap.Add("High", levelMap.LookupWithDefault(Level.Error).Value);

            LevelInfo    = levelMap["Verbose"];
            LevelWarning = levelMap["Medium"];
            LevelError   = levelMap["High"];
            Area         = "EUSignNet";
            EventId      = "00000";
        }
        void AddBuiltinLevels()
        {
            // Add the predefined levels to the map
            m_levelMap.Add(Level.Off);

            // Unrecoverable errors
            m_levelMap.Add(Level.Emergency);
            m_levelMap.Add(Level.Fatal);
            m_levelMap.Add(Level.Alert);

            // Recoverable errors
            m_levelMap.Add(Level.Critical);
            m_levelMap.Add(Level.Severe);
            m_levelMap.Add(Level.Error);
            m_levelMap.Add(Level.Warn);

            // Information
            m_levelMap.Add(Level.Notice);
            m_levelMap.Add(Level.Info);

            // Debug
            m_levelMap.Add(Level.Debug);
            m_levelMap.Add(Level.Fine);
            m_levelMap.Add(Level.Trace);
            m_levelMap.Add(Level.Finer);
            m_levelMap.Add(Level.Verbose);
            m_levelMap.Add(Level.Finest);

            m_levelMap.Add(Level.All);
        }
        /// <summary>
        /// 将预定义的级别添加到映射中
        /// </summary>
        private void AddBuiltinLevels()
        {
            // Add the predefined levels to the map
            // 将预定义的级别添加到映射中
            m_levelMap.Add(Level.Off);

            // Unrecoverable errors
            // 不可恢复的错误
            m_levelMap.Add(Level.Emergency);
            m_levelMap.Add(Level.Fatal);
            m_levelMap.Add(Level.Alert);

            // Recoverable errors
            // 可恢复错误
            m_levelMap.Add(Level.Critical);
            m_levelMap.Add(Level.Severe);
            m_levelMap.Add(Level.Error);
            m_levelMap.Add(Level.Warn);

            // Information
            // 信息
            m_levelMap.Add(Level.Notice);
            m_levelMap.Add(Level.Info);

            // Debug
            // 调试
            m_levelMap.Add(Level.Debug);
            m_levelMap.Add(Level.Fine);
            m_levelMap.Add(Level.Trace);
            m_levelMap.Add(Level.Finer);
            m_levelMap.Add(Level.Verbose);
            m_levelMap.Add(Level.Finest);

            m_levelMap.Add(Level.All);
        }
Пример #6
0
 public static void AddBuiltInLevels(this LevelMap map)
 {
     map.Add(Level.All);
     map.Add(Level.Finest);
     map.Add(Level.Verbose);
     map.Add(Level.Finer);
     map.Add(Level.Trace);
     map.Add(Level.Fine);
     map.Add(Level.Debug);
     map.Add(Level.Info);
     map.Add(Level.Notice);
     map.Add(Level.Warn);
     map.Add(Level.Error);
     map.Add(Level.Severe);
     map.Add(Level.Critical);
     map.Add(Level.Alert);
     map.Add(Level.Fatal);
     map.Add(Level.Emergency);
     map.Add(Level.Off);
 }
        private void AddBuiltinLevels()
        {
            // Add the predefined levels to the map
            m_levelMap.Add(Level.OFF);

            // Unrecoverable errors
            m_levelMap.Add(Level.EMERGENCY);
            m_levelMap.Add(Level.FATAL);
            m_levelMap.Add(Level.ALERT);

            // Recoverable errors
            m_levelMap.Add(Level.CRITICAL);
            m_levelMap.Add(Level.SEVERE);
            m_levelMap.Add(Level.ERROR);
            m_levelMap.Add(Level.WARN);

            // Information
            m_levelMap.Add(Level.NOTICE);
            m_levelMap.Add(Level.INFO);

            // Debug
            m_levelMap.Add(Level.DEBUG);
            m_levelMap.Add(Level.FINE);
            m_levelMap.Add(Level.TRACE);
            m_levelMap.Add(Level.FINER);
            m_levelMap.Add(Level.VERBOSE);
            m_levelMap.Add(Level.FINEST);

            m_levelMap.Add(Level.ALL);
        }
Пример #8
0
 private void PlaceObject(GameObject obj, Point newPoint)
 {
     map.Remove(obj);
     obj.PositionInGame = newPoint;
     map.Add(obj);
 }
Пример #9
0
 private void AddBuiltinLevels()
 {
     m_levelMap.Add(Level.Off);
     m_levelMap.Add(Level.Emergency);
     m_levelMap.Add(Level.Fatal);
     m_levelMap.Add(Level.Alert);
     m_levelMap.Add(Level.Critical);
     m_levelMap.Add(Level.Severe);
     m_levelMap.Add(Level.Error);
     m_levelMap.Add(Level.Warn);
     m_levelMap.Add(Level.Notice);
     m_levelMap.Add(Level.Info);
     m_levelMap.Add(Level.Debug);
     m_levelMap.Add(Level.Fine);
     m_levelMap.Add(Level.Trace);
     m_levelMap.Add(Level.Finer);
     m_levelMap.Add(Level.Verbose);
     m_levelMap.Add(Level.Finest);
     m_levelMap.Add(Level.All);
 }