Re: SLF4D - A proposal for a common logging interface for Dub projects
On Wednesday, 22 February 2023 at 21:46:32 UTC, Andrew wrote: I've been spending some time in the last few weeks to prototype a logging framework that's inspired by [SLF4J](https://www.slf4j.org/). To that end, I've created [SLF4D](https://github.com/andrewlalis/slf4d), which provides a Hi Andrew, this looks great. I have a Java background, so it resonates :) Thank you for your effort!
Re: SLF4D - A proposal for a common logging interface for Dub projects
On Wednesday, 22 February 2023 at 21:46:32 UTC, Andrew wrote: I've been spending some time in the last few weeks to prototype a logging framework that's inspired by [SLF4J](https://www.slf4j.org/). To that end, I've created [SLF4D](https://github.com/andrewlalis/slf4d), which provides a common logging interface, and a pluggable architecture to allow third-parties to handle log messages generated by any logger in an application. Why not std.experimental.logger?
godot-dlang v0.2.0
# Release godot-dlang v0.2 This release includes support for Godot 4 RC ## What is godot-dlang? godot-dlang is a wrapper over Godot engine scripting API using new native extensions feature, simply put you can now extend engine using native code in a shared library form. ## What it can be used for? Games primarily, 2d games, 3d games, large-scale open world games... But wait, because Godot includes various multimedia features and has a very rich GUI toolkit you can use it to build any kind of multimedia apps, use it as a GUI for your programs, build simulation programs, and much more! ## What is Godot? Godot is a modular open source game engine with permissive license (MIT). Godot 4 is the latest version of Godot is now entered stabilization phase, it still might have some API changes before release but otherwise it is now a good time to start new projects, final 4.0 release can be expected within 1-2 months. ## Where to get Godot? (scroll down to downloads section, use standard build if you don't plan to mix godotscript/C#/D) https://godotengine.org/article/release-candidate-godot-4-0-rc-5/ ## Where to get godot-dlang? godot-dlang source code https://github.com/godot-dlang/godot-dlang also available in dub https://code.dlang.org/packages/godot-dlang
Re: SLF4D - A proposal for a common logging interface for Dub projects
On Friday, 24 February 2023 at 22:01:18 UTC, Tobias Pankrath wrote: Why not std.experimental.logger? There are a few reasons that I had for this: - There are already quite a few different logging implementations entrenched in the D ecosystem besides just std.logger (it's no longer experimental!), and I don't think everyone is going to push to std.logger just by virtue of it being in phobos. - std.logger uses a mutable public shared logger instance. I personally don't like this approach, and I think it's cleaner if the logging configuration for an entire application is setup in one place, on application startup. That's why with SLF4D you (optionally) configure a logging provider as soon as you enter `main()`. - The base `Logger` from std.logger is a class when, in my opinion, it doesn't need to be, if you want to provide extensible ways for handling the log messages that an application produces. It's easier for developers to learn to use a simple struct and its fixed set of methods, than to understand a type hierarchy. - std.logger makes some approaches towards filtering, formatting, and distributing log messages, but it still seems very primitive to me, compared to mature logging frameworks in other languages (primarily python and java), and I would rather have the application logic completely separated from the logic controlling what happens to log messages after they're created.