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fix misspellings across codebase
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@@ -94,7 +94,7 @@ type DebugLevel int
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const (
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LevelNone DebugLevel = C.GST_LEVEL_NONE // (0) – No debugging level specified or desired. Used to deactivate debugging output.
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LevelError DebugLevel = C.GST_LEVEL_ERROR // (1) – Error messages are to be used only when an error occurred that stops the application from keeping working correctly. An examples is gst_element_error, which outputs a message with this priority. It does not mean that the application is terminating as with g_error.
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LevelWarning DebugLevel = C.GST_LEVEL_WARNING // (2) – Warning messages are to inform about abnormal behaviour that could lead to problems or weird behaviour later on. An example of this would be clocking issues ("your computer is pretty slow") or broken input data ("Can't synchronize to stream.")
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LevelWarning DebugLevel = C.GST_LEVEL_WARNING // (2) – Warning messages are to inform about abnormal behavior that could lead to problems or weird behavior later on. An example of this would be clocking issues ("your computer is pretty slow") or broken input data ("Can't synchronize to stream.")
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LevelFixMe DebugLevel = C.GST_LEVEL_FIXME // (3) – Fixme messages are messages that indicate that something in the executed code path is not fully implemented or handled yet. Note that this does not replace proper error handling in any way, the purpose of this message is to make it easier to spot incomplete/unfinished pieces of code when reading the debug log.
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LevelInfo DebugLevel = C.GST_LEVEL_INFO // (4) – Informational messages should be used to keep the developer updated about what is happening. Examples where this should be used are when a typefind function has successfully determined the type of the stream or when an mp3 plugin detects the format to be used. ("This file has mono sound.")
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LevelDebug DebugLevel = C.GST_LEVEL_DEBUG // (5) – Debugging messages should be used when something common happens that is not the expected default behavior, or something that's useful to know but doesn't happen all the time (ie. per loop iteration or buffer processed or event handled). An example would be notifications about state changes or receiving/sending of events.
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