# coarse-prof [![Docs Status](https://docs.rs/coarse-prof/badge.svg)](https://docs.rs/coarse-prof) [![license](http://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/leod/coarse-prof/blob/master/LICENSE) [![Crates.io](https://img.shields.io/crates/v/coarse-prof.svg)](https://crates.io/crates/coarse-prof) `coarse-prof` allows you to hierarchically measure the time that blocks in your program take, enabling you to get an intuition of where most time is spent. This can be useful for game development, where you have a bunch of things that need to run in every frame, such as physics, rendering, networking and so on, and you may wish to identify the hot spots, so that you know whether and what to optimize. `coarse-prof`'s implementation has been inspired by [hprof](https://github.com/cmr/hprof). In contrast to `hprof`, which resets measurements after each frame, this library tracks averages over multiple frames. Also, `coarse-prof` provides the macro `profile` for profiling a scope, so that users do not have to assign a name to scope guards. ## Usage Just add this line to your dependencies in `Cargo.toml`: ``` coarse-prof = "0.2" ``` ## Example ```rust use std::thread::sleep; use std::time::Duration; use coarse_prof::profile; fn render() { profile!("render"); // So slow! sleep(Duration::from_millis(10)); } // Our game's main loop let num_frames = 100; for i in 0..num_frames { profile!("frame"); // Physics don't run every frame if i % 10 == 0 { profile!("physics"); sleep(Duration::from_millis(2)); { profile!("collisions"); sleep(Duration::from_millis(1)); } } render(); } // Print the profiling results. coarse_prof::write(&mut std::io::stdout()).unwrap(); ``` Example output: ``` frame: 100.00%, 10.40ms/call @ 96.17Hz physics: 3.04%, 3.16ms/call @ 9.62Hz collisions: 33.85%, 1.07ms/call @ 9.62Hz render: 96.84%, 10.07ms/call @ 96.17Hz ```