Am Montag, 1. August 2005 06:12 schrieben Sie: > On Sun, 2005-07-31 at 19:53 -0700, Ian Lance Taylor wrote: > > Gunther Piez <gpiez@xxxxxx> writes: > > > Am Montag, 1. August 2005 02:04 schrieb Ian Lance Taylor: > > > > Gunther Piez <gpiez@xxxxxx> writes: > > > > > struct uniform { > > > > > uniform() { > > > > > cout << "A variable called " << __PRETTY_VARNAME__ << " was just > > > > > instantinated (sp)" << endl; > > > > > } > > > > > }; > > > > ... > > > > > Maybe it is possible to use the debugging information somehow? At least > > > the debugger usually knows the names of variables. > > > > Maybe it is possible, but nothing straightforward comes to mind. > > You still have the issue that you need to have all the *actual* callers > in front of you, so you'd have to process debug info on the fly if you > were dlopen'ing stuff like plugins. I thought it over: "uniform" needs to be a template anyway, and knowing the name during compile time is sufficient. So some macro will do. It was late and I was a bit tired yesterday, sorry for the noise :-) Thanks for the answers.