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gprof.log
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Flat profile:
Each sample counts as 0.01 seconds.
% cumulative self self total
time seconds seconds calls ms/call ms/call name
50.01 0.02 0.02 1 20.00 40.00 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int)
25.00 0.03 0.01 1478708 0.00 0.00 calculate_distance_bullet_player(bullet, player)
25.00 0.04 0.01 3988 0.00 0.00 draw_valine(player const&, sf::RenderWindow&)
0.00 0.04 0.00 1478712 0.00 0.00 get_hit_range_size()
0.00 0.04 0.00 1477192 0.00 0.00 to_sprite(bullet const&)
0.00 0.04 0.00 1107894 0.00 0.00 bullet::set_position(double, double)
0.00 0.04 0.00 376987 0.00 0.00 bullet::slow_down()
0.00 0.04 0.00 369677 0.00 0.00 is_too_slow(bullet const&)
0.00 0.04 0.00 369677 0.00 0.00 bullet::move(double)
0.00 0.04 0.00 13320 0.00 0.00 draw_player(player const&, sf::RenderWindow&)
0.00 0.04 0.00 7310 0.00 0.00 player::lose_hp()
0.00 0.04 0.00 7196 0.00 0.00 player::move(double)
0.00 0.04 0.00 3828 0.00 0.00 draw_alanine(player const&, sf::RenderWindow&)
0.00 0.04 0.00 3330 0.00 0.00 draw_life_bar(sf::RectangleShape, sf::RenderWindow&)
0.00 0.04 0.00 3330 0.00 0.00 draw_hit_ranges(sf::CircleShape, sf::RenderWindow&)
0.00 0.04 0.00 2784 0.00 0.00 draw_glycine(player const&, sf::RenderWindow&)
0.00 0.04 0.00 2720 0.00 0.00 draw_tryptophan(player const&, sf::RenderWindow&)
0.00 0.04 0.00 1799 0.00 0.01 draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&)
0.00 0.04 0.00 1799 0.00 0.01 bullet_hits_player(std::vector<bullet, std::allocator<bullet> >&, std::vector<player, std::allocator<player> >&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >&)
0.00 0.04 0.00 1799 0.00 0.00 remove_slow_bullets(std::vector<bullet, std::allocator<bullet> >&)
0.00 0.04 0.00 1799 0.00 0.00 draw_game_components(sf::RenderWindow&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >, std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >, std::vector<bullet, std::allocator<bullet> >)
0.00 0.04 0.00 856 0.00 0.00 process_event_game(sf::Event, sf::RenderWindow&, std::vector<player, std::allocator<player> >&, std::vector<bullet, std::allocator<bullet> >&, int)
0.00 0.04 0.00 456 0.00 0.00 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&)
0.00 0.04 0.00 379 0.00 0.00 shoot(player const&)
0.00 0.04 0.00 379 0.00 0.00 bullet::bullet(double, double, double, double, double)
0.00 0.04 0.00 379 0.00 0.00 void std::vector<bullet, std::allocator<bullet> >::emplace_back<bullet>(bullet&&)
0.00 0.04 0.00 258 0.00 0.00 player::turn_right()
0.00 0.04 0.00 140 0.00 0.00 deg_to_rad(double)
0.00 0.04 0.00 121 0.00 0.00 void std::vector<bullet, std::allocator<bullet> >::_M_emplace_back_aux<bullet>(bullet&&)
0.00 0.04 0.00 58 0.00 0.00 player::accelerate()
0.00 0.04 0.00 21 0.00 0.00 extract_base(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
0.00 0.04 0.00 12 0.00 0.00 player::decelerate()
0.00 0.04 0.00 11 0.00 0.00 main
0.00 0.04 0.00 4 0.00 0.00 player::player(amino_acid, double, double)
0.00 0.04 0.00 3 0.00 0.00 void std::vector<player, std::allocator<player> >::_M_emplace_back_aux<player>(player&&)
0.00 0.04 0.00 3 0.00 0.00 void std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >::_M_emplace_back_aux<sf::CircleShape const&>(sf::CircleShape const&)
0.00 0.04 0.00 3 0.00 0.00 void std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >::_M_emplace_back_aux<sf::RectangleShape const&>(sf::RectangleShape const&)
0.00 0.04 0.00 2 0.00 0.00 std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > std::operator+<char, std::char_traits<char>, std::allocator<char> >(char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
0.00 0.04 0.00 1 0.00 0.00 create_fonts()
0.00 0.04 0.00 1 0.00 0.00 create_sounds()
0.00 0.04 0.00 1 0.00 0.00 set_life_bars(int, std::array<sf::Vector2<float>, 4ul>)
0.00 0.04 0.00 1 0.00 0.00 create_players(std::vector<amino_acid, std::allocator<amino_acid> > const&, int)
0.00 0.04 0.00 1 0.00 0.00 set_hit_ranges(std::vector<player, std::allocator<player> >, std::vector<sf::Vector2<float>, std::allocator<sf::Vector2<float> > >)
0.00 0.04 0.00 1 0.00 0.00 get_start_positions()
0.00 0.04 0.00 1 0.00 0.00 get_life_bar_positions()
0.00 0.04 0.00 1 0.00 0.00 _init
% the percentage of the total running time of the
time program used by this function.
cumulative a running sum of the number of seconds accounted
seconds for by this function and those listed above it.
self the number of seconds accounted for by this
seconds function alone. This is the major sort for this
listing.
calls the number of times this function was invoked, if
this function is profiled, else blank.
self the average number of milliseconds spent in this
ms/call function per call, if this function is profiled,
else blank.
total the average number of milliseconds spent in this
ms/call function and its descendents per call, if this
function is profiled, else blank.
name the name of the function. This is the minor sort
for this listing. The index shows the location of
the function in the gprof listing. If the index is
in parenthesis it shows where it would appear in
the gprof listing if it were to be printed.
Copyright (C) 2012-2015 Free Software Foundation, Inc.
Copying and distribution of this file, with or without modification,
are permitted in any medium without royalty provided the copyright
notice and this notice are preserved.
Call graph (explanation follows)
granularity: each sample hit covers 2 byte(s) for 25.00% of 0.04 seconds
index % time self children called name
0.02 0.02 1/1 run_profile(sf::RenderWindow&, int) [2]
[1] 100.0 0.02 0.02 1 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
0.00 0.01 1799/1799 bullet_hits_player(std::vector<bullet, std::allocator<bullet> >&, std::vector<player, std::allocator<player> >&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >&) [6]
0.00 0.01 1799/1799 draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&) [5]
0.00 0.00 369677/376987 bullet::slow_down() [17]
0.00 0.00 369677/369677 bullet::move(double) [19]
0.00 0.00 7196/7196 player::move(double) [22]
0.00 0.00 1799/1799 remove_slow_bullets(std::vector<bullet, std::allocator<bullet> >&) [28]
0.00 0.00 1799/1799 draw_game_components(sf::RenderWindow&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >, std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >, std::vector<bullet, std::allocator<bullet> >) [29]
0.00 0.00 856/856 process_event_game(sf::Event, sf::RenderWindow&, std::vector<player, std::allocator<player> >&, std::vector<bullet, std::allocator<bullet> >&, int) [30]
0.00 0.00 456/456 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [31]
0.00 0.00 1/1 get_start_positions() [51]
0.00 0.00 1/1 get_life_bar_positions() [52]
0.00 0.00 1/1 set_life_bars(int, std::array<sf::Vector2<float>, 4ul>) [48]
0.00 0.00 1/1 set_hit_ranges(std::vector<player, std::allocator<player> >, std::vector<sf::Vector2<float>, std::allocator<sf::Vector2<float> > >) [50]
-----------------------------------------------
<spontaneous>
[2] 100.0 0.00 0.04 run_profile(sf::RenderWindow&, int) [2]
0.02 0.02 1/1 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
0.00 0.00 1/1 create_players(std::vector<amino_acid, std::allocator<amino_acid> > const&, int) [49]
-----------------------------------------------
0.01 0.00 1478708/1478708 bullet_hits_player(std::vector<bullet, std::allocator<bullet> >&, std::vector<player, std::allocator<player> >&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >&) [6]
[3] 25.0 0.01 0.00 1478708 calculate_distance_bullet_player(bullet, player) [3]
-----------------------------------------------
0.01 0.00 3988/3988 draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&) [5]
[4] 25.0 0.01 0.00 3988 draw_valine(player const&, sf::RenderWindow&) [4]
-----------------------------------------------
0.00 0.01 1799/1799 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[5] 25.0 0.00 0.01 1799 draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&) [5]
0.01 0.00 3988/3988 draw_valine(player const&, sf::RenderWindow&) [4]
0.00 0.00 13320/13320 draw_player(player const&, sf::RenderWindow&) [20]
0.00 0.00 3828/3828 draw_alanine(player const&, sf::RenderWindow&) [23]
0.00 0.00 2784/2784 draw_glycine(player const&, sf::RenderWindow&) [26]
0.00 0.00 2720/2720 draw_tryptophan(player const&, sf::RenderWindow&) [27]
-----------------------------------------------
0.00 0.01 1799/1799 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[6] 25.0 0.00 0.01 1799 bullet_hits_player(std::vector<bullet, std::allocator<bullet> >&, std::vector<player, std::allocator<player> >&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >&) [6]
0.01 0.00 1478708/1478708 calculate_distance_bullet_player(bullet, player) [3]
0.00 0.00 1478708/1478712 get_hit_range_size() [14]
0.00 0.00 7310/7310 player::lose_hp() [21]
0.00 0.00 7310/376987 bullet::slow_down() [17]
-----------------------------------------------
0.00 0.00 11/11 __libc_csu_init [152]
[7] 0.0 0.00 0.00 11 main [7]
-----------------------------------------------
0.00 0.00 4/1478712 set_hit_ranges(std::vector<player, std::allocator<player> >, std::vector<sf::Vector2<float>, std::allocator<sf::Vector2<float> > >) [50]
0.00 0.00 1478708/1478712 bullet_hits_player(std::vector<bullet, std::allocator<bullet> >&, std::vector<player, std::allocator<player> >&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >&) [6]
[14] 0.0 0.00 0.00 1478712 get_hit_range_size() [14]
-----------------------------------------------
0.00 0.00 1477192/1477192 draw_game_components(sf::RenderWindow&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >, std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >, std::vector<bullet, std::allocator<bullet> >) [29]
[15] 0.0 0.00 0.00 1477192 to_sprite(bullet const&) [15]
-----------------------------------------------
0.00 0.00 1107894/1107894 draw_game_components(sf::RenderWindow&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >, std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >, std::vector<bullet, std::allocator<bullet> >) [29]
[16] 0.0 0.00 0.00 1107894 bullet::set_position(double, double) [16]
-----------------------------------------------
0.00 0.00 7310/376987 bullet_hits_player(std::vector<bullet, std::allocator<bullet> >&, std::vector<player, std::allocator<player> >&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >&) [6]
0.00 0.00 369677/376987 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[17] 0.0 0.00 0.00 376987 bullet::slow_down() [17]
-----------------------------------------------
0.00 0.00 369677/369677 remove_slow_bullets(std::vector<bullet, std::allocator<bullet> >&) [28]
[18] 0.0 0.00 0.00 369677 is_too_slow(bullet const&) [18]
-----------------------------------------------
0.00 0.00 369677/369677 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[19] 0.0 0.00 0.00 369677 bullet::move(double) [19]
-----------------------------------------------
0.00 0.00 13320/13320 draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&) [5]
[20] 0.0 0.00 0.00 13320 draw_player(player const&, sf::RenderWindow&) [20]
-----------------------------------------------
0.00 0.00 7310/7310 bullet_hits_player(std::vector<bullet, std::allocator<bullet> >&, std::vector<player, std::allocator<player> >&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >&) [6]
[21] 0.0 0.00 0.00 7310 player::lose_hp() [21]
-----------------------------------------------
0.00 0.00 7196/7196 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[22] 0.0 0.00 0.00 7196 player::move(double) [22]
-----------------------------------------------
0.00 0.00 3828/3828 draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&) [5]
[23] 0.0 0.00 0.00 3828 draw_alanine(player const&, sf::RenderWindow&) [23]
-----------------------------------------------
0.00 0.00 3330/3330 draw_game_components(sf::RenderWindow&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >, std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >, std::vector<bullet, std::allocator<bullet> >) [29]
[24] 0.0 0.00 0.00 3330 draw_life_bar(sf::RectangleShape, sf::RenderWindow&) [24]
-----------------------------------------------
0.00 0.00 3330/3330 draw_game_components(sf::RenderWindow&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >, std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >, std::vector<bullet, std::allocator<bullet> >) [29]
[25] 0.0 0.00 0.00 3330 draw_hit_ranges(sf::CircleShape, sf::RenderWindow&) [25]
-----------------------------------------------
0.00 0.00 2784/2784 draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&) [5]
[26] 0.0 0.00 0.00 2784 draw_glycine(player const&, sf::RenderWindow&) [26]
-----------------------------------------------
0.00 0.00 2720/2720 draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&) [5]
[27] 0.0 0.00 0.00 2720 draw_tryptophan(player const&, sf::RenderWindow&) [27]
-----------------------------------------------
0.00 0.00 1799/1799 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[28] 0.0 0.00 0.00 1799 remove_slow_bullets(std::vector<bullet, std::allocator<bullet> >&) [28]
0.00 0.00 369677/369677 is_too_slow(bullet const&) [18]
-----------------------------------------------
0.00 0.00 1799/1799 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[29] 0.0 0.00 0.00 1799 draw_game_components(sf::RenderWindow&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >, std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >, std::vector<bullet, std::allocator<bullet> >) [29]
0.00 0.00 1477192/1477192 to_sprite(bullet const&) [15]
0.00 0.00 1107894/1107894 bullet::set_position(double, double) [16]
0.00 0.00 3330/3330 draw_life_bar(sf::RectangleShape, sf::RenderWindow&) [24]
0.00 0.00 3330/3330 draw_hit_ranges(sf::CircleShape, sf::RenderWindow&) [25]
-----------------------------------------------
0.00 0.00 856/856 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[30] 0.0 0.00 0.00 856 process_event_game(sf::Event, sf::RenderWindow&, std::vector<player, std::allocator<player> >&, std::vector<bullet, std::allocator<bullet> >&, int) [30]
-----------------------------------------------
0.00 0.00 456/456 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[31] 0.0 0.00 0.00 456 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [31]
0.00 0.00 379/379 shoot(player const&) [32]
0.00 0.00 379/379 void std::vector<bullet, std::allocator<bullet> >::emplace_back<bullet>(bullet&&) [34]
0.00 0.00 258/258 player::turn_right() [35]
0.00 0.00 58/58 player::accelerate() [38]
0.00 0.00 12/12 player::decelerate() [40]
0.00 0.00 10/121 void std::vector<bullet, std::allocator<bullet> >::_M_emplace_back_aux<bullet>(bullet&&) [37]
-----------------------------------------------
0.00 0.00 379/379 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [31]
[32] 0.0 0.00 0.00 379 shoot(player const&) [32]
0.00 0.00 379/379 bullet::bullet(double, double, double, double, double) [33]
-----------------------------------------------
0.00 0.00 379/379 shoot(player const&) [32]
[33] 0.0 0.00 0.00 379 bullet::bullet(double, double, double, double, double) [33]
-----------------------------------------------
0.00 0.00 379/379 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [31]
[34] 0.0 0.00 0.00 379 void std::vector<bullet, std::allocator<bullet> >::emplace_back<bullet>(bullet&&) [34]
-----------------------------------------------
0.00 0.00 258/258 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [31]
[35] 0.0 0.00 0.00 258 player::turn_right() [35]
-----------------------------------------------
0.00 0.00 24/140 player::decelerate() [40]
0.00 0.00 116/140 player::accelerate() [38]
[36] 0.0 0.00 0.00 140 deg_to_rad(double) [36]
-----------------------------------------------
0.00 0.00 3/121 create_fonts() [46]
0.00 0.00 3/121 create_sounds() [47]
0.00 0.00 10/121 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [31]
0.00 0.00 21/121 extract_base(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [39]
0.00 0.00 84/121 create_sprites() [66]
[37] 0.0 0.00 0.00 121 void std::vector<bullet, std::allocator<bullet> >::_M_emplace_back_aux<bullet>(bullet&&) [37]
-----------------------------------------------
0.00 0.00 58/58 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [31]
[38] 0.0 0.00 0.00 58 player::accelerate() [38]
0.00 0.00 116/140 deg_to_rad(double) [36]
-----------------------------------------------
0.00 0.00 21/21 create_sprites() [66]
[39] 0.0 0.00 0.00 21 extract_base(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [39]
0.00 0.00 21/121 void std::vector<bullet, std::allocator<bullet> >::_M_emplace_back_aux<bullet>(bullet&&) [37]
-----------------------------------------------
0.00 0.00 12/12 respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [31]
[40] 0.0 0.00 0.00 12 player::decelerate() [40]
0.00 0.00 24/140 deg_to_rad(double) [36]
-----------------------------------------------
0.00 0.00 4/4 create_players(std::vector<amino_acid, std::allocator<amino_acid> > const&, int) [49]
[41] 0.0 0.00 0.00 4 player::player(amino_acid, double, double) [41]
-----------------------------------------------
0.00 0.00 3/3 create_players(std::vector<amino_acid, std::allocator<amino_acid> > const&, int) [49]
[42] 0.0 0.00 0.00 3 void std::vector<player, std::allocator<player> >::_M_emplace_back_aux<player>(player&&) [42]
-----------------------------------------------
0.00 0.00 3/3 set_hit_ranges(std::vector<player, std::allocator<player> >, std::vector<sf::Vector2<float>, std::allocator<sf::Vector2<float> > >) [50]
[43] 0.0 0.00 0.00 3 void std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >::_M_emplace_back_aux<sf::CircleShape const&>(sf::CircleShape const&) [43]
-----------------------------------------------
0.00 0.00 3/3 set_life_bars(int, std::array<sf::Vector2<float>, 4ul>) [48]
[44] 0.0 0.00 0.00 3 void std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >::_M_emplace_back_aux<sf::RectangleShape const&>(sf::RectangleShape const&) [44]
-----------------------------------------------
0.00 0.00 1/2 create_fonts() [46]
0.00 0.00 1/2 create_sounds() [47]
[45] 0.0 0.00 0.00 2 std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > std::operator+<char, std::char_traits<char>, std::allocator<char> >(char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [45]
-----------------------------------------------
0.00 0.00 1/1 create_resources() [73]
[46] 0.0 0.00 0.00 1 create_fonts() [46]
0.00 0.00 3/121 void std::vector<bullet, std::allocator<bullet> >::_M_emplace_back_aux<bullet>(bullet&&) [37]
0.00 0.00 1/2 std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > std::operator+<char, std::char_traits<char>, std::allocator<char> >(char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [45]
-----------------------------------------------
0.00 0.00 1/1 create_resources() [73]
[47] 0.0 0.00 0.00 1 create_sounds() [47]
0.00 0.00 3/121 void std::vector<bullet, std::allocator<bullet> >::_M_emplace_back_aux<bullet>(bullet&&) [37]
0.00 0.00 1/2 std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > std::operator+<char, std::char_traits<char>, std::allocator<char> >(char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [45]
-----------------------------------------------
0.00 0.00 1/1 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[48] 0.0 0.00 0.00 1 set_life_bars(int, std::array<sf::Vector2<float>, 4ul>) [48]
0.00 0.00 3/3 void std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >::_M_emplace_back_aux<sf::RectangleShape const&>(sf::RectangleShape const&) [44]
-----------------------------------------------
0.00 0.00 1/1 run_profile(sf::RenderWindow&, int) [2]
[49] 0.0 0.00 0.00 1 create_players(std::vector<amino_acid, std::allocator<amino_acid> > const&, int) [49]
0.00 0.00 4/4 player::player(amino_acid, double, double) [41]
0.00 0.00 3/3 void std::vector<player, std::allocator<player> >::_M_emplace_back_aux<player>(player&&) [42]
-----------------------------------------------
0.00 0.00 1/1 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[50] 0.0 0.00 0.00 1 set_hit_ranges(std::vector<player, std::allocator<player> >, std::vector<sf::Vector2<float>, std::allocator<sf::Vector2<float> > >) [50]
0.00 0.00 4/1478712 get_hit_range_size() [14]
0.00 0.00 3/3 void std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >::_M_emplace_back_aux<sf::CircleShape const&>(sf::CircleShape const&) [43]
-----------------------------------------------
0.00 0.00 1/1 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[51] 0.0 0.00 0.00 1 get_start_positions() [51]
-----------------------------------------------
0.00 0.00 1/1 display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [1]
[52] 0.0 0.00 0.00 1 get_life_bar_positions() [52]
-----------------------------------------------
0.00 0.00 1/1 __libc_csu_init [152]
[53] 0.0 0.00 0.00 1 _init [53]
-----------------------------------------------
This table describes the call tree of the program, and was sorted by
the total amount of time spent in each function and its children.
Each entry in this table consists of several lines. The line with the
index number at the left hand margin lists the current function.
The lines above it list the functions that called this function,
and the lines below it list the functions this one called.
This line lists:
index A unique number given to each element of the table.
Index numbers are sorted numerically.
The index number is printed next to every function name so
it is easier to look up where the function is in the table.
% time This is the percentage of the `total' time that was spent
in this function and its children. Note that due to
different viewpoints, functions excluded by options, etc,
these numbers will NOT add up to 100%.
self This is the total amount of time spent in this function.
children This is the total amount of time propagated into this
function by its children.
called This is the number of times the function was called.
If the function called itself recursively, the number
only includes non-recursive calls, and is followed by
a `+' and the number of recursive calls.
name The name of the current function. The index number is
printed after it. If the function is a member of a
cycle, the cycle number is printed between the
function's name and the index number.
For the function's parents, the fields have the following meanings:
self This is the amount of time that was propagated directly
from the function into this parent.
children This is the amount of time that was propagated from
the function's children into this parent.
called This is the number of times this parent called the
function `/' the total number of times the function
was called. Recursive calls to the function are not
included in the number after the `/'.
name This is the name of the parent. The parent's index
number is printed after it. If the parent is a
member of a cycle, the cycle number is printed between
the name and the index number.
If the parents of the function cannot be determined, the word
`<spontaneous>' is printed in the `name' field, and all the other
fields are blank.
For the function's children, the fields have the following meanings:
self This is the amount of time that was propagated directly
from the child into the function.
children This is the amount of time that was propagated from the
child's children to the function.
called This is the number of times the function called
this child `/' the total number of times the child
was called. Recursive calls by the child are not
listed in the number after the `/'.
name This is the name of the child. The child's index
number is printed after it. If the child is a
member of a cycle, the cycle number is printed
between the name and the index number.
If there are any cycles (circles) in the call graph, there is an
entry for the cycle-as-a-whole. This entry shows who called the
cycle (as parents) and the members of the cycle (as children.)
The `+' recursive calls entry shows the number of function calls that
were internal to the cycle, and the calls entry for each member shows,
for that member, how many times it was called from other members of
the cycle.
Copyright (C) 2012-2015 Free Software Foundation, Inc.
Copying and distribution of this file, with or without modification,
are permitted in any medium without royalty provided the copyright
notice and this notice are preserved.
Index by function name
[36] deg_to_rad(double) [27] draw_tryptophan(player const&, sf::RenderWindow&) [38] player::accelerate()
[20] draw_player(player const&, sf::RenderWindow&) [6] bullet_hits_player(std::vector<bullet, std::allocator<bullet> >&, std::vector<player, std::allocator<player> >&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >&) [40] player::decelerate()
[4] draw_valine(player const&, sf::RenderWindow&) [14] get_hit_range_size() [35] player::turn_right()
[18] is_too_slow(bullet const&) [30] process_event_game(sf::Event, sf::RenderWindow&, std::vector<player, std::allocator<player> >&, std::vector<bullet, std::allocator<bullet> >&, int) [22] player::move(double)
[46] create_fonts() [51] get_start_positions() [21] player::lose_hp()
[23] draw_alanine(player const&, sf::RenderWindow&) [28] remove_slow_bullets(std::vector<bullet, std::allocator<bullet> >&) [41] player::player(amino_acid, double, double)
[26] draw_glycine(player const&, sf::RenderWindow&) [29] draw_game_components(sf::RenderWindow&, std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >, std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >, std::vector<bullet, std::allocator<bullet> >) [34] void std::vector<bullet, std::allocator<bullet> >::emplace_back<bullet>(bullet&&)
[5] draw_players(std::vector<player, std::allocator<player> >&, sf::RenderWindow&) [52] get_life_bar_positions() [37] void std::vector<bullet, std::allocator<bullet> >::_M_emplace_back_aux<bullet>(bullet&&)
[39] extract_base(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [3] calculate_distance_bullet_player(bullet, player) [42] void std::vector<player, std::allocator<player> >::_M_emplace_back_aux<player>(player&&)
[47] create_sounds() [32] shoot(player const&) [43] void std::vector<sf::CircleShape, std::allocator<sf::CircleShape> >::_M_emplace_back_aux<sf::CircleShape const&>(sf::CircleShape const&)
[24] draw_life_bar(sf::RectangleShape, sf::RenderWindow&) [1] display(sf::RenderWindow&, int, std::vector<player, std::allocator<player> >, int) [44] void std::vector<sf::RectangleShape, std::allocator<sf::RectangleShape> >::_M_emplace_back_aux<sf::RectangleShape const&>(sf::RectangleShape const&)
[48] set_life_bars(int, std::array<sf::Vector2<float>, 4ul>) [15] to_sprite(bullet const&) [45] std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > std::operator+<char, std::char_traits<char>, std::allocator<char> >(char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[49] create_players(std::vector<amino_acid, std::allocator<amino_acid> > const&, int) [16] bullet::set_position(double, double) [53] _init
[31] respond_to_key(player&, player&, std::vector<bullet, std::allocator<bullet> >&) [19] bullet::move(double) [7] main
[50] set_hit_ranges(std::vector<player, std::allocator<player> >, std::vector<sf::Vector2<float>, std::allocator<sf::Vector2<float> > >) [17] bullet::slow_down()
[25] draw_hit_ranges(sf::CircleShape, sf::RenderWindow&) [33] bullet::bullet(double, double, double, double, double)