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Debug refactor #4050
base: 0_15
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Debug refactor #4050
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- generic (WLED_DEBUG) - FX (WLED_DEBUG_FX) - bus manager (WLED_DEBUG_BUS) - pin manager (WLED_DEBUG_PINMANAGER) - usermods (WLED_DEBUG_USERMODS) - math (WLED_DEBUG_MATH) - all (WLED_DEBUG_ALL) In an attempt to reduce flash usage while still getting a few debug messages.
From a brief look - QuickDebug has more features With this MR I think it would be all to eat to use the wrong value going forward with new development, then lost time with people not seeing the logs they expect etc. It's one thing to do a find and replace, it's quite another to ensure correct usage going forward |
Out of interest, how much smaller is that the image without the logs? |
True, but it also uses more RAM and flash and is not a drop-in replacement. I would still prefer to use it, though, if we can manage to change entire codebase.
The debug options are divided into separate groups which makes debug output even less crowded. I.e. if you want to debug segment and effect handling then you'd use
Instead of receiving 100.1% to 105% flash usage on my development builds I can use debug I need and still be around 98.9% of flash usage. Non debug builds yield about 97%. |
Hopefully not so much that it's a blocker
Yes I understand what you are trying to achieve, it's just the code discipline and chance for user error when coding to use the wrong DEBUGXX_PRINTLN by mistake. That's where QuickDebug has a big advantage
A fair chunk of space then. I think QuickDebug will produce smaller builds based on the log level, I'm not sure if changing the log level for specific tags would also reduce the filesize |
Separate different debug components]
In an attempt to reduce flash usage while still getting a few debug messages.
It would still be preferable to implement #3396 instead or alongside.