3 ms·
When speaking about reasons not to log, I have one: What about performance? If your software is a computer game, for example, you might have dozens of items,
by csense 14y ago
When speaking about reasons not to log, I have one: What about performance?
If your software is a computer game, for example, you might have dozens of items, characters, and particle effects being tracked by the game engine at a rate of ~60 Hz. That's ~2000 log lines per second, or 160 KB / sec. Steam says I've played 200 hours of Civ5. Where are we going to put 115 GB of logs?
Not to mention the string formatting and I/O of that much logging potentially leading to unacceptable lag.