Category: Logging
This section explores logging in C and C++ from a practical, performance-oriented perspective. Instead of repeating common patterns, the focus is on what actually matters in real systems: cost of logging calls, formatting overhead, synchronization, buffering strategies, and I/O behavior.
You’ll find benchmarks, deep dives into implementation details, and comparisons of popular libraries, along with discussions of design trade-offs — including when asynchronous logging helps and when it becomes a bottleneck. The goal is to understand logging not as a utility, but as a critical part of system performance and observability.
Popular C++ logging guides: Performance benchmark, Async logging, Runtime diagnostics, Logging channels, and readable logs.
More: Trace points, logging subsystems, and duplicate error suppression.
How log source profiling traces CPU and file I/O back to individual C and C++ call sites without disabling production diagnostics Log source profiling starts where a normal CPU profiler stops. A system profiler can tell you that a logging thread is consuming CPU and show write(), a file-backend worker, queue synchronization, memory copies, and
Migrating from spdlog to logme should not be a mechanical replacement of function names. On the surface, both libraries perform similar work: an application calls a logging API, the message gets a severity level, is formatted, and is sent to a file, console, or another output. However, there is little reason to migrate just to
Migrating from glog to logme does not have to start with a full rewrite of every logging call. In large C++ projects, that is usually the wrong first step. Logging statements are spread across the codebase, and they often sit next to checks, conditions, diagnostic messages, CHECK, PLOG, VLOG, and debug-only calls. Replacing everything at
At first, logme channels can look like ordinary logger names. You may have channels such as HTTP, DB, TLS, or UI. At first glance, each log call seems to add nothing more than the corresponding label. A channel is a full runtime object. It decides whether a record is accepted, how it is formatted. Where