We recommend to wrap all EurekaLog-specific code into {$IFDEF EUREKALOG} defines, like so:
implementation
uses
Windows,
{$IFDEF EUREKALOG}
EEvents, ETypes,
{$ENDIF}
SysUtils;
{$IFDEF EUREKALOG}
// EurekaLog-specific code
procedure MyExceptionNotifyHandler(const ACustom: Pointer;
AExceptionInfo: TEurekaExceptionInfo;
var AHandle: Boolean;
var ACallNextHandler: Boolean);
begin
// your code here
end;
{$ENDIF}
initialization
{$IFDEF EUREKALOG}
RegisterEventExceptionNotify(nil, MyExceptionNotifyHandler);
{$ENDIF}
end.
That way your project may be compiled with or without EurekaLog.
The only exception from this rule is the EBase unit and all its routines and types - such as BeginThreadEx, TThread, NameThread, IsEurekaLogActive, SetExceptionMessage, etc. The EBase unit is specifically designed in such a way that it can be used with and without EurekaLog:
uses
Windows,
EBase,
{$IFDEF EUREKALOG}
EEvents, ETypes,
{$ENDIF}
SysUtils;
For specific code examples, please see:
See also:
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Build date: 2024-09-30
Last edited: 2023-07-18
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Permanent link to this article: https://www.eurekalog.com/help/eurekalog/how_to_write_code_with_eurekalog.php
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