So by default, instead of just using "." for tiles, we use interesting
parts of the tile's name:
- For treemap.py, we use the first character of the last by-field (so
"lfs.c,lfsr_file_write,1234" -> "1").
- For codemap.py, we use the first character of the non-subsystem part
of the function name (so "lfsr_file_write" -> "w").
This nice thing about this, is the resulting treemap is somewhat
understandable even without colors:
$ ./scripts/codemap.py lfs.o lfs_util.o lfs.ci lfs_util.ci -W60 -H8
code 35528 stack 2440 ctx 636
ffffffoooffaaaaaaaaaaaacccccccccttttccccrrrrpgffmmrraifmmcss
ffffffwwwttaaaaaaaaaaaacccccccccttttccccrprrpcscmmoommrrcepp
ffffffwwwttaaaaaaaaalllcccccccccttttccccrpppccscmmsrmmrrrrss
ccccssrrfclaaaaanneeasscccccccccgpppccccrpppsgsummstmmrrlfgf
ccccssrrfccaaaaanneeaaaccccccsaagpppcccccrrrfrrcccrrfiiilucs
ccccssrrtfcfffffaapplcccccccclssgnnllllcrrffrrrccccifssscmcm
ccccssrrtrdfffffaapppapcccfffllsgnnllllcrrrffrrcccorfsssicnu
Ok, so maybe the word "somewhat" is doing a lot of heavy lifting...
Like codemapd3.py, but with an ascii renderer.
This is basically just codemapd3.py and treemap.py smooshed together.
It's not the cleanest, but it gets the job done. codemap.py is not
the most critical of scripts.
Unfortunately callgraph and stack/ctx info are difficult (impossible?)
to render usefully in ascii, but we can at least do the script calling,
parsing, namespacing, etc, necessary to create the code cost tilemap.