Or lines in foo() that make calls to bar(). These graphs can also be made more informative by noting the precise call sites They are especially useful for understanding programs with indirect calls orįor such programs, a single call site in a program may call many differentįunctions across different program executions or even within a single execution Such call graphs can be helpful for examining the structure of a program,Īnd they are also a crucial first step in many other analyses. Provide the same information that you will be required to present in thisĪs a reminder, a call graph is a directed graph where the nodes represent theĪn edge exists from foo() to bar() when foo() may call bar(). Printing call graphs however, the graphs that LLVM computes do not necessarily You may notice that LLVM already has some functionality for computing and You will also gain experience recognizing limitations and trade-offs made whenĭesigning and constructing a static analysis tool.įor this project, you will construct an LLVM tool that can compute and outputĪ static call graph for an input program. To gather basic information about computer programs. Tags All good Apple Blender 3D Blog News BRB C-A-Day Chapters Coins Coke Convention Cross Platform Documentation Doxygen ES 2.This project will help you get acquainted with using infrastructures like LLVM.The player can customize the number of cells in the puzzle and select from a variety of included pictures. Slide is a classic tile puzzle game - the objective is to slide the scrambled puzzle pieces back into their orignal configuration. And of course, at the very least they’re pretty cool to look at. VertexBuffers instead of GLVertexBuffers, is a big one for me. Ensuring that all code only references the platform agnostic classes, e.g. I can already think of a few cases where they’ll helpful for development. I’m definitely going to be checking “Yes” on all of these options on my subsequent doc generations. There are also a few other useful features, such as call/caller graphs for each method. Here’s one for my Vector3F class:Ĭlick for bigger, although be warned that it’s over 4,000 pixels wide. A more complex one for the SkyObject class:Īnother feature of Graphviz that I can see myself using very often during development is the file linkage tree, which shows which shows how files are related to each other through #includes. Purple arrows mean “has a member variable of type”, while blue arrows show inheritance. This includes the inheritance tree, and any members that are also instances of classes included in the project. One of the cool features exclusively supported by Graphviz is the “Collaboration Diagram”, which essentially shows all of the classes that are involved with a particular class. Graphviz generates all of the inheritance diagrams in the same way as Doxygen’s internal tools, but with a bit more style. On today’s doc run I decided to install it and see what it could do. There’s an option to use a package called Graphviz for the inheritance/file graph documentation, although up until today I’d never paid much attention to it. About once a week or so I run my entire GL Engine project through the Doxygen documentation generator to check that I haven’t missed any documentation and get an idea of how my project is shaping up.
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