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Nice. The Rust profiling story is pretty weak. Flamegraph is not nearly enough. Grabbing traces like this is great. The next step is efficient visualization of
by forrestthewoods 5y ago
Nice. The Rust profiling story is pretty weak. Flamegraph is not nearly enough.
Grabbing traces like this is great. The next step is efficient visualization of trace data.
- JetAlone 5y ago>The next step is efficient visualization of trace data. Ooh, I'd be really interested to see what could be done in that vein! Do you have any ideas about how we could lay out trace information?
- forrestthewoods 5y agoThere's a kazillion tools out there. Here's a few off the top of my head to get started. RAD Game Tools Telemetry - http://www.radgametools.com/telemetry.htm http://www.radgametools.com/telemetry.htm Superluminal - https://superluminal.eu/features/ https://superluminal.eu/features/ Remotery - https://github.com/Celtoys/Remotery https://github.com/Celtoys/Remotery Visual Studio's built-in profiler is an ok sampling profiler. It doesn't give you a nice multi-thread view which is a huge advantage to a span based profiler. MTuner is quite nice for debugging memory usage. Which is another gaping hole in the Rust ecosystem. https://github.com/milostosic/mtuner https://github.com/milostosic/mtuner Lots of tools generate data in a format viewable by the Chrome trace viewer. I think Chrome's tracer viewer is not great. Maybe someday someone will create a viewer for the format that's good. I get cranky when large traces don't render at 60fps. Web-based viewers are almost all very very slow and it makes me sad.
- mamcx 5y agoAlso: A good visualization(light!) of structured logging. I move to it and suddenly get harder to inspect my logs because all this stuff presume I will deploy a heavy ELK stack or something.