UPDATE : since it was written, Boost.Log has been replaced with its own user logging, mainly because I decided to get rid of all Boost dependencies in all my projects for various reasons. If everything is fine with Boost, I think Boost.Log is still a valid choice, judging by the Klaim answer .
My experience with Boost.Log next year.
I have successfully integrated Boost.Log into my game engine, and I can only talk about good things. Of course, it's a little early to use, since version 2 will be the real version, which will become the official Boost.Log.
Beware that version "1.0" is not supported. To receive updates, you must use a version of the bleeding edge (trunk), which may become unstable. Keep this in mind if you intend to use this version in any major projects. If you are not afraid to use short-term versions of bloodletting or future sex, then go. It is really nice to use because it is in its current state.
I have long thought that the hierarchical logging system in log4j / log4cxx is superior, but Boost.Log made me think differently. Filtering and attributes are more flexible.
The design of shells separated by an interface / backend makes it easy to add additional backends. No need to worry about synchronization or filtering issues that are handled by the interface. The library also comes with a large number of backends, rotational files, a console, syslog, a Windows event log, etc.
I painted my own shells; one goes to the game console and the other to the notification system for more serious events. It was easier than I expected by running it in a few minutes.
Last but not least, the developer / developer is really useful. You will get a lot of help on the project forums. This weekend he corrected two errors (of which one major), I reported :-)
Oskar N. Aug. 22 '10 at 19:28 2010-08-22 19:28
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