Elegant approach to error logging in C++11 application? - c++

I'm working on a small C++11 application (an SDL2 game) and i'm having a hard time "porting" some of my object-oriented knowledge from PHP/Java to C++. For example, in order to create an elegant error logging approach, i would create a class with various adapters and centralize logging there. I already did that in C++, but i have no idea on how my classes should be using the Logger class.
In Java and PHP, i would use dependency injection, and put the Logger as a class member variable in them. But in C++, what's the proper way? I don't really think that going static would be nice.

Oh man.
To me logging is similar to date/time handling: the basic case is trivial, but anything more than trivial is extremely complicated: no middle ground.
Let me advise you to look into a general purpose logging library such as Pantheios or Boost.Log.
The reason why I advice for this approach as opposed to making "your own effort", is that I know first hand how the "logging situation" goes:
you start with a simple "write to file" or "write to screen"
then you need to also log to another device
then you want to filter out severity levels
then you want to send your logs via pipes
then you want to turn off logging
And it all becomes very, very difficult, and the logging classes start polluting your code.
So, like I said: based on my limited experience, I would encourage you to look into the suggested libraries.
Good luck.
Edit: Boost.Log examples
Just for completeness of the post (refer to page for details).
Trivial case:
#include <boost/log/trivial.hpp>
int main(int, char*[]) {
BOOST_LOG_TRIVIAL(trace) << "A trace severity message";
BOOST_LOG_TRIVIAL(debug) << "A debug severity message";
BOOST_LOG_TRIVIAL(info) << "An informational severity message";
BOOST_LOG_TRIVIAL(warning) << "A warning severity message";
BOOST_LOG_TRIVIAL(error) << "An error severity message";
BOOST_LOG_TRIVIAL(fatal) << "A fatal severity message";
return 0;
}

One approach would be to pass a reference to a logger object around function calls. However, logging is a sort of an orthogonal aspect to application logic, so that explicitly passing that logger and having it as a member quickly becomes a nuisance and only adds artificial complexity.
I prefer having one global logger in the application. Modules can create its own loggers as child loggers of the main logger forming a hierarchy (I think this is similar to Python logging module) and control its output sink and verbosity independently if necessary.

I always use something like this:
class Log
{
public:
Log()
: m_filename( "dafault.log" )
{}
// if you wanna give other names eventually...
Log( const std::string & p_filename )
: m_filename( p_filename )
{}
virtual ~Log()
{
// implement your writeToFile() with std::ofstream
writeToFile( m_filename, m_stream, true );
}
template< typename T >
Log & operator<<( const T & p_value )
{
m_stream << p_value;
return *this;
}
private:
std::string m_filename;
std::ostringstream m_stream;
};
So this way I am able to log like this:
Log() << "My message in the log with numbers " << 1 << 2 << 3 << " and so on...";
Log( "other.log" ) << "Log in another file eventually...";

My current approach is to use a kind of dependency injection, using C++ strengths instead of magic. It does not require on anything specific to C++11 (except that __thread which is an extension could be replaced by thread_local if you wished to be Standard).
class LoggerEngine {
public:
static LoggerEngine* Current() { return CurrentE; }
virtual bool isActive(Level) { return true; }
virtual void log(char const* function,
char const* file,
int line,
std::string message) = 0;
// cuz' decorators rock
LoggerEngine* previous() const { return _previous; }
protected:
LoggerEngine(): _previous(CurrentE) { CurrentE = this; }
~LoggerEngine() { CurrentE = _previous; }
private:
static __thread LoggerEngine* CurrentE;
LoggerEngine* const _previous;
}; // class LoggerEngine
// in some .cpp file:
__thread LoggerEngine* LoggerEngine::CurrentE = 0;
And then, provide macros (to capture function, file and line):
#define LOG(L_, Message_) \
do { if (LoggerEngine* e = LoggerEngine::Current() and e->isActive(L_)) { \
std::ostringstream _28974986589657165; \
_28974986589657165 << Message_; \
e->log(__func__, __FILE__, __LINE__, _28974986589657165.str()); \
}} while(0);
However it could certainly be made better by using shims instead, because even though it prevents any computation in case the level is not active it still requires formatting of the full message (and the necessary memory allocation) even if it is going to truncate the message anyway (for example because it uses fixed-size buffers) and does not easily allow customization of the formatting.
The combination of stacking engines (and popping them off automatically using RAII) with thread-local behavior is really pretty neat. Most code only ever see an interface, without having to thread it by (cool when you have 4/5 different engines), and any level of the stack can switch the engine to something more appropriate.
There is one caveat, as is, no logging occurs before a first Engine is defined. For this reason I've often thought of defaulting to writing to the console if no engine is setup but... I've mostly changed my style to avoid computation before main is called since I cannot dependency-inject during this phase (and it's awkward if an exception fires...)
Usage is like this:
void benchmark() {
LOG(INFO, "Hello, World!");
Timer t;
{
MySinkLogger const _; (void)_; // a logger with "isActive" always false
for (size_t i = 0; i != 10000; ++i) {
LOG(INFO, "Flood!");
}
}
LOG(INFO, "Elapsed: " << t.elapsed());
}
int main() {
MyFileLoggerEngine const _("somefile.log"); (void)_; // a file logger
benchmark();
}
And normally this could create a file "somefile.log" containing:
2013-10-03T18:38:04.645512 mylaptop INFO <test.cpp#42> Hello, World!
2013-10-03T18:38:04.865765 mylaptop INFO <test.cpp#47> Elapsed: 0.220213s

Related

Indent message in Boost Log V2

Boost.Log 1.75.0:
We use product-wise such messages: BOOST_LOG_TRIVIAL(info) << "\tMessage"; to indent the log and highlight the the next n line belongs together (note the "\t" at the beginning).
Is there any "official" to do such an indention? I read about scoped logging, but as I see it, it is only to add line at the beginning and at the end.
The expected outcome would be like this:
[info] - Parent message
[info] - ____ indented child message
There is no built-in tool for this kind of formatting, but you could implement it in your custom formatter. For example, you could do it this way:
thread_local unsigned int g_indent = 0u;
std::string indent_formatter()
{
return std::string(g_indent, '_');
}
sink->set_formatter(boost::log::expressions::stream
<< boost::phoenix::bind(&indent_formatter) << " " << boost::log::expressions::smessage);
Here, you need to use boost::phoenix::bind to make indent_formatter a Boost.Phoenix expression so that it is compatible with the formatting expression it is part of. There are other ways of writing your custom formatter, including writing it as a single function.
Now, when you need to change the indentation level, you only need to update g_indent. It is useful to write a scope guard class to automate this:
class auto_indent_level
{
public:
auto_indent_level() noexcept { ++g_indent; }
~auto_indent_level() { --g_indent; }
auto_indent_level(auto_indent_level const&) = delete;
auto_indent_level& operator= (auto_indent_level const&) = delete;
};
void bar()
{
auto_indent_level ail;
BOOST_LOG_TRIVIAL(info) << "bar()"; // indented one level
}
void foo()
{
BOOST_LOG_TRIVIAL(info) << "foo()"; // not indented
bar();
}
Note that this will not work with asynchronous logging, since in that case log record formatting happens in a different thread. If you need this to work with asynchronous logging then you need to attach g_indent to the logging record (for example, using the add_value manipulator) and then extract it from the record in the formatter.

clang-format Function and error check in the same line

I struggle to set up clang-format to allow short lines for such format,
ierr = fun(); CHKERRQ(ierr);
clang-format break the line, as result
ierr = fun();
CHKERRQ(ierr);
It is a solution to stop clang-fromat to break short lines? Or this is in principle wrong idea to format code like this. Any advice very appreciated.
EDIT: Following Guillaume answer
In fact, I have a slightly more complex problem, where errors codes of different types are returned by two libraries, in particular, PETSc and MoAB. Also, this system has own error codes, which need to be handled. All without compromising efficiency.
struct ErrorCheckerCode {
inline void operator<<(const MoFEMErrorCode err) {
if (PetscUnlikely(err)) {
// Handle & thorw PETSc/MoFEM error
}
return;
}
inline void
operator<<(const moab::ErrorCode err) {
if (PetscLikely(MB_SUCCESS != err)) {
// Handle & trow MOAB error
}
return;
}
static const char *fUNC;
static const char *fILE;
static int lINE;
};
struct ErrorCheckerFunction {
inline ErrorCheckerCode operator<<(const char *func) {
ErrorCheckerCode::fUNC = func;
return ErrorCheckerCode();
}
};
struct ErrorCheckerFile {
inline ErrorCheckerFunction operator<<(const char *file) {
ErrorCheckerCode::fILE = file;
return ErrorCheckerFunction();
}
};
struct ErrorCheckerLine {
inline ErrorCheckerFile operator<<(int line) {
ErrorCheckerCode::lINE = line;
return ErrorCheckerFile();
}
};
And definition follows this:
#define CHKERR \
ErrorCheckerLine() << __LINE__ << __FILE__ << PETSC_FUNCTION_NAME <<
So at the end I can handle errors like this
CHKERR fun_moab();
CHKERR fun_petsc();
CHKERR fun_mofem();
This implementation is essential, so it has to be done optimally, I wonder if that can be done in simpler, more efficient way. Criticism or advice is very welcome.
Note:
As a commend. It is funny how formatting of code triggers this type of developments.
I use clang-format a lot and I don't think it can achieve this kind of formatting.
I've encountered this pattern a lot in libraries using OpenGL and DirectX. You have a API with error codes or an error stack like in OpenGL and every function might fail or issue a warning. You want your code to be optimized in release and still have a debug mode to find preciselly where things went wrong in case you spot a bug.
Some libraries provide some kind of error callback that you can set and will effectively be called each time there is a relevent error.
In case you want something more customized or no error callback is provided, you can write a simple wrapper that does a systematic error checking and warnings logging.
With these solutions you can even implement some mechanism to activate the debugging at runtime.
Now, if you are writing the library or functions that return errors returned this way, you might want to include the debug mode directly in the library with the debug callback strategy.
Now, if you want to stick to the macro solution, you could do the following:
struct ErrorChecker
{
ErrorChecker& operator << (int ierr)
{
// Error checking code
return *this;
}
};
#define CHKERR ErrorChecker() <<
and then
CHKERR fun();

Lazy logging in C++

Let's suppose that we have several levels of logging: trace, debug, info, error.
I was wondering if there is a way to write the following code:
enum log_level = {trace, debug, info, error};
log_level global_log_level = info;
void log(log_level level, string& message){
if (level >= global_log_level){
std::cout << message << std::endl;
}
}
string create_message(){
...
}
log_level level = debug;
log (level, create_message());
without create_message being called if level is smaller that global_severity_level. Indeed, create_message can be quite long, and no matter what it creates a string. If there are a lot of "debug" logs, those ones can become a substantial overhead when running in non-debug mode.
I know it is possible to do so if the function "log" is a macro, calling create_message() only if severity > minimal_severity; but isn't there another way to do this without macros?
EDIT
In the above, I didn't specify create_message, because it could be anything, in particular:
log(level, "Created object " + my_object.getName());
In this case, is there a way to write log such that the full string is not created, in a relatively transparent way for the programmer calling log?
Many thanks
Similar to #sftrabbit, but as suggested by #ipc.
Use a template to avoid the std::function machinery, and the compiler may be able to inline this and thus it hopefully will end up being faster.
template< typename F >
void log(log_level level, F message_creator){
if (level >= global_log_level){
std::cout << message_creator() << std::endl;
}
}
There are several alternatives. An interesting one is to pass create_message as a std::function<std::string()> and call it from within log:
void log(log_level level, std::function<std::string()> message_creator){
if (level >= global_log_level){
std::cout << message_creator() << std::endl;
}
}
Then you would call it like so:
log(level, create_message);
This can work with arbitrary expressions as arguments if you wrap them in a lambda:
log(level, [&](){ return "Created object " + my_object.getName(); });
If you really don't want to argument to be evaluated at all (as you've described in the comments), then you'll need to check the level outside of the call:
if (level >= global_log_level) {
log(level, create_message());
}
#sftrabbit answer is prefered. But just if you dont want to change log(), you can call it:
log (level, (level >= global_log_level)? create_message() : "");
You can create a macro
#define log(level, message) { \
if(level >= global_log_level) {\
cout &lt&lt message; }}
Now if you call log(debug, create_message()); create_message will be called only if debug level is the desired one.

Stop evalulate operator<<

I am trying to do a simple logging library only for my own. I know there exists several once, but I have not found any header-only, small and very "c++" like logging library which fits into my application.
Currently I have the following syntax:
logger << debug << "A debug message" << end; //debug and end is my custom manipulators
I have implemented all necessary operator<< and it works great, specially when it have backward compatibility with std::ostream. But I wonder, just for efficiency if it is a why to stop evaluate anything if some message should not be logged (after debug in the example)? Making everything after the severity manipulator "disappear"?
Just now do I have the following code in short:
template <typename Type>
Logger & Logger::operator<<(const Type & message)
{
if(this->get_message_level() <= this->get_severity())
{
BOOST_FOREACH(std::ostream* stream, this->_sinks)
{
*stream << message;
}
}
return *this;
}
Logger & Logger::operator<< (Logger & (*pf)(Logger&))
{
return pf(*this);
}
Logger & debug(Logger& logger)
{
logger.lock();
logger.set_severity(7);
//...
return logger;
}
Logger & end(Logger& logger)
{
logger << std::endl;
logger.unlock();
return logger;
}
Thanks in advance.
You could do something as simple as
extern "C" bool want_log;
#define LOG(Arg) do { if (want_log) \
cout << __FILE__ << ":" << __LINE__ ": " << Arg << endl; } while(0)
and use it as LOG("x=" << x)
It can be a bit tricky, depending on what compromizes you're willing to
accept in the syntax. If you really want to support everything that
outputting to an ostream does, then the best you can do (as far as I
know) is a wrapper class, along the lines of:
class Logger
{
std::ostream* myDest;
public:
// Appropriate constructors...
template<typename T>
Logger& operator<<( T const& obj )
{
if ( myDest != NULL )
(*myDest) << obj;
return *this;
}
};
If logging is turned off (Logger::myDest == NULL), none of the
conversion code will execute, but you'll still evaluate each of the
arguments. In my experience, this is not usually an issue, since most
of the arguments are either string literals or a simple variable, but
it's not a total 0 cost. It also has the potential disadvantage that
the propagated type is not std::ostream& (although I've never found
this to be a problem in practice).
A somewhat tricker solution would be to use a macro along the lines of:
#define logger loggerInstance != NULL && (*loggerInstance)
This will still allow most of the actual uses with the same syntax
(because the && operator has very low precedence), but could fail in
cases where someone has tried to be too clever, and embedded the logging
output in a more complicated expression. In addition to not doing the
conversions, the arguments are not even evaluated if logging is turned
off.
Finally, if you accept a different syntax, you can write something like:
#ifndef NDEBUG
#define LOG(argList) logger << argList
#else
#define LOG(argList)
#endif
This requires the user to write LOG("x = " << x), instead of log <<
"x = " << x, and requires recompiling if you want to turn logging on,
but it is the only solution I know which has absolute 0 cost if logging
is turned off.
In my experience, most applications can support the first solution; in a
very few cases, you might want to use the second; and I've never seen an
application where performance required the third.
Note that even with the first, you'll probably want to use a macro to
get the logger instance, in order to automatically insert __FILE__ and
__LINE__, and that in the second, you'll probably still want to use a
wrapper class, in order to ensure a flush in the destructor; if the
application is multithreaded, you'll want the wrapper in all cases, in
order to make the entire sequence of output atomic.
You could check for the severity in the Logger & Logger::operator<< (Logger & (*pf)(Logger&)) operator and just return an "empty" logger that doesn't print anything in that case:
class EmptyLogger : public Logger {
template <typename Type>
Logger & Logger::operator<<(const Type & message) { return *this; }
};
EmptyLogger empty; // Can be global/static, it won't cause any race conditions as it does nothing
Logger & Logger::operator<< (Logger & (*pf)(Logger&))
{
if (logger.get_severity() < 5) // Replace with a proper condition
return empty;
return pf(*this); // What does pf() do? Aren't you returning reference to a temporary object?
}
Take a look at this article in dr dobbs about logging in c++:
http://drdobbs.com/cpp/201804215?pgno=2
This page addresses your particular concern but I'd recommend reading the whole article.
I implemented a logging system based on this article and was really pleased with it.

How to implement a good debug/logging feature in a project

I am making a smallish project, total of about 3-4 people. I want to have a solid way of debugging the application, by logs for example. Are there any good resources on how to structure it and such? I've heard a lot from project managers that a good logging feature is critical to each project, but I'm not sure how to do it.
I found this Dr. Dobb's article, Logging In C++, very useful regarding this subject.
Also on Dr. Dobb's: A Highly Configurable Logging Framework In C++
If all you want is a dead simple thread safe logging class which always outputs to stderr then you could use this class I wrote:
#ifndef _LOGGER_HPP_
#define _LOGGER_HPP_
#include <iostream>
#include <sstream>
/* consider adding boost thread id since we'll want to know whose writting and
* won't want to repeat it for every single call */
/* consider adding policy class to allow users to redirect logging to specific
* files via the command line
*/
enum loglevel_e
{logERROR, logWARNING, logINFO, logDEBUG, logDEBUG1, logDEBUG2, logDEBUG3, logDEBUG4};
class logIt
{
public:
logIt(loglevel_e _loglevel = logERROR) {
_buffer << _loglevel << " :"
<< std::string(
_loglevel > logDEBUG
? (_loglevel - logDEBUG) * 4
: 1
, ' ');
}
template <typename T>
logIt & operator<<(T const & value)
{
_buffer << value;
return *this;
}
~logIt()
{
_buffer << std::endl;
// This is atomic according to the POSIX standard
// http://www.gnu.org/s/libc/manual/html_node/Streams-and-Threads.html
std::cerr << _buffer.str();
}
private:
std::ostringstream _buffer;
};
extern loglevel_e loglevel;
#define log(level) \
if (level > loglevel) ; \
else logIt(level)
#endif
Use it like this:
// define and turn off for the rest of the test suite
loglevel_e loglevel = logERROR;
void logTest(void) {
loglevel_e loglevel_save = loglevel;
loglevel = logDEBUG4;
log(logINFO) << "foo " << "bar " << "baz";
int count = 3;
log(logDEBUG) << "A loop with " << count << " iterations";
for (int i = 0; i != count; ++i)
{
log(logDEBUG1) << "the counter i = " << i;
log(logDEBUG2) << "the counter i = " << i;
}
loglevel = loglevel_save;
}
If you are asking about logging frameworks and you work in C++, check out Apache's log4cxx. It takes a few moments to understand the architecture, but once you did, you realize that it is a good balance of flexibility, ease of use and (as they say) performance.
log4cxx has a very flexible configuration by witch you can control, without recompiling, where the output goes to (file / rotating file / console/etc.), the debugging level of subcomponents (e.g. you want to focus on a particular class / component so you set it to DEBUG level while the rest is on INFO), format of log entries etc.
If you are asking about general guidelines on how do logging, I haven't seen such (not that I actually looked for). I think this is mainly empiric - you decide what info is needed on each logging level like INFO, DEBUG etc., and you refine it according to your and your client's needs (don't forget that your client could also be a customer of the log, depending on your project).
Depends on what you mean by "logging". One form is simply to provide a method for printing the contents of some object to an output stream. For an object of type ClassName this entails writing an insertion operator for the class:
std::ostream &operator<< (std::ostream &stream, const ClassName & obj) {
// Implementation elided
}
With this at hand you can print an object of type ClassName to an output stream. This can be quite useful, so useful that some organizations require that every class implement such a method.