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#
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# Copyright (c) 2007-2009 Nokia Corporation and/or its subsidiary(-ies).
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# All rights reserved.
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# This component and the accompanying materials are made available
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# under the terms of the License "Eclipse Public License v1.0"
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# which accompanies this distribution, and is available
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# at the URL "http://www.eclipse.org/legal/epl-v10.html".
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#
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# Initial Contributors:
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# Nokia Corporation - initial contribution.
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#
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# Contributors:
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#
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# Description:
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#
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# Raptor log visualisation program. Takes a raptor log as standard input
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# and displays timelines that represent build progress and
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# how much actual parallelism there is in the build.
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# This program requires the pygame and PyOpenGL modules.
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from OpenGL.GL import *
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from OpenGL.GLU import *
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import pygame
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from pygame.locals import *
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import time
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class Timeline(object):
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"""A bar representing a number of recipes which were executed in
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time sequence. There is no guarantee about what host but in
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theory they could have been executed on the same host."""
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globalmax = 2.0
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def __init__(self,ylevel):
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self.maxtime = 0.0
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self.recipes = []
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self.ylevel = ylevel
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def append(self, recipe):
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"" add this recipe to this timeline if it happens after the latest recipe already in the timeline ""
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if recipe.starttime + recipe.duration > self.maxtime:
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self.maxtime = recipe.starttime + recipe.duration
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if self.maxtime > Timeline.globalmax:
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Timeline.globalmax = self.maxtime
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else:
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pass
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self.recipes.append(recipe)
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def draw(self):
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glLoadIdentity()
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self.xscale = 4.0 / Timeline.globalmax
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glTranslatef(-2.0, -1.5, -6.0)
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count = 0
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for r in self.recipes:
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if count % 2 == 0:
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coloff=0.8
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else:
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coloff = 1.0
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count += 1
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r.draw(self.xscale, self.ylevel, coloff)
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class Recipe(object):
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"""Represents a task completed in a raptor build.
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Drawn as a colour-coded bar with different
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colours for the various recipe types."""
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STAT_OK = 0
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colours = {
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'compile': (0.5,0.5,1.0),
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'compile2object': (0.5,0.5,1.0),
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'win32compile2object': (0.5,0.5,1.0),
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'tools2linkexe': (0.5,1.0,0.5),
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'link': (0.5,1.0,0.5),
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'linkandpostlink': (0.5,1.0,0.5),
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'win32stageonelink': (0.5,1.0,0.5),
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'tools2lib': (0.5,1.0,1.0),
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'win32stagetwolink': (1.0,0.1,1.0),
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'postlink': (1.0,0.5,1.0)
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}
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def __init__(self, starttime, duration, name, status):
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self.starttime = starttime
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self.duration = duration
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self.status = status
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self.colour = (1.0, 1.0, 1.0)
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if name in Recipe.colours:
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self.colour = Recipe.colours[name]
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else:
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self.colour = (1.0,1.0,1.0)
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self.name = name
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def draw(self, scale, ylevel, coloff):
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if self.status == Recipe.STAT_OK:
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glColor4f(self.colour[0]*coloff, self.colour[1]*coloff, self.colour[2]*coloff,0.2)
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else:
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glColor4f(1.0*coloff, 0.6*coloff, 0.6*coloff,0.2)
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x = self.starttime * scale
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y = ylevel
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x2 = x + self.duration * scale
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y2 = ylevel + 0.2
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glBegin(GL_QUADS)
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glVertex3f(x, y, 0)
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glVertex3f(x, y2, 0)
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glVertex3f(x2, y2, 0)
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glVertex3f(x2, y, 0)
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glEnd()
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def resize((width, height)):
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if height==0:
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height=1
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glViewport(0, 0, width, height)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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gluPerspective(45, 1.0*width/height, 0.1, 100.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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def init():
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glShadeModel(GL_SMOOTH)
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glClearColor(0.0, 0.0, 0.0, 0.0)
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glClearDepth(1.0)
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glEnable(GL_DEPTH_TEST)
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glDepthFunc(GL_LEQUAL)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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import sys
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import re
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def main():
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video_flags = OPENGL|DOUBLEBUF
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pygame.init()
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pygame.display.set_mode((800,600), video_flags)
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resize((800,600))
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init()
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frames = 0
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ticks = pygame.time.get_ticks()
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lines = 4
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timelines = []
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ylevel = 0.0
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for i in xrange(0,4):
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ylevel += 0.6
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timelines.append(Timeline(ylevel))
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f = sys.stdin
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recipe_re = re.compile(".*<recipe name='([^']+)'.*")
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time_re = re.compile(".*<time start='([0-9]+\.[0-9]+)' *elapsed='([0-9]+\.[0-9]+)'.*")
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status_re = re.compile(".*<status exit='([^']*)'.*")
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alternating = 0
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start_time = 0.0
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for l in f.xreadlines():
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l2 = l.rstrip("\n")
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rm = recipe_re.match(l2)
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if rm is not None:
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rname = rm.groups()[0]
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continue
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tm = time_re.match(l2)
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if tm is not None:
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s = float(tm.groups()[0])
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elapsed = float(tm.groups()[1])
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if start_time == 0.0:
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start_time = s
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s -= start_time
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continue
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sm = status_re.match(l2)
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if sm is None:
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continue
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if sm.groups()[0] == 'ok':
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status = 0
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else:
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status = int(sm.groups()[0])
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olddiff = 999999999.0
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tnum = 0
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for t in timelines:
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newdiff = s - t.maxtime
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if newdiff < 0.0:
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continue
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if olddiff > newdiff:
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dest_timeline = t
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olddiff = newdiff
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tnum += 1
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dest_timeline.append(Recipe(s, elapsed, rname, status))
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event = pygame.event.poll()
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if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
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break
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
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for t in timelines:
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t.draw()
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pygame.display.flip()
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frames = frames+1
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print "fps: %de" % ((frames*1000)/(pygame.time.get_ticks()-ticks))
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event = pygame.event.wait()
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if __name__ == '__main__': main()
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