PrettyConsole 5.2.0
See the version list below for details.
dotnet add package PrettyConsole --version 5.2.0
NuGet\Install-Package PrettyConsole -Version 5.2.0
<PackageReference Include="PrettyConsole" Version="5.2.0" />
<PackageVersion Include="PrettyConsole" Version="5.2.0" />
<PackageReference Include="PrettyConsole" />
paket add PrettyConsole --version 5.2.0
#r "nuget: PrettyConsole, 5.2.0"
#:package PrettyConsole@5.2.0
#addin nuget:?package=PrettyConsole&version=5.2.0
#tool nuget:?package=PrettyConsole&version=5.2.0
PrettyConsole
PrettyConsole is a high-performance, ultra-low-latency, allocation-free extension layer over System.Console. The library uses C# extension members (extension(Console)) so every API lights up directly on System.Console once using PrettyConsole; is in scope. It is trimming/AOT ready, preserves SourceLink metadata, and keeps the familiar console experience while adding structured rendering, menus, progress bars, and advanced input helpers.
Features
- 🚀 Zero-allocation interpolated string handler (
PrettyConsoleInterpolatedStringHandler) for inline colors and formatting - 🎨 Inline color composition with
ConsoleColortuples and helpers (DefaultForeground,DefaultBackground,Default) - 🔁 Advanced rendering primitives (
Overwrite,ClearNextLines,GoToLine, progress bars) that respect console pipes - 🧱 Handler-aware
WhiteSpacestruct for zero-allocation padding directly inside interpolated strings - 🧰 Rich input helpers (
TryReadLine,Confirm,RequestAnyInput) withIParsable<T>and enum support - ⚙️ Allocation-conscious span-first APIs (
ISpanFormattable,ReadOnlySpan<char>,Console.WriteWhiteSpaces/TextWriter.WriteWhiteSpaces) - ⛓ Output routing through
OutputPipe.OutandOutputPipe.Errorso piping/redirects continue to work
Performance
BenchmarkDotNet measures styled output performance for a single line write:
| Method | Mean | Ratio | Gen0 | Allocated | Alloc Ratio |
|---|---|---|---|---|---|
| PrettyConsole | 58.34 ns | 86.94x faster | - | - | NA |
| SpectreConsole | 5,069.69 ns | baseline | 2.1284 | 17840 B | |
| SystemConsole | 71.82 ns | 70.59x faster | 0.0022 | 24 B | 743.333x less |
PrettyConsole is the go-to choice for ultra-low-latency, allocation-free console rendering, running almost ~90× faster than Spectre.Console while allocating nothing and even beating the manual unrolling with the BCL.
Installation
dotnet add package PrettyConsole
Usage
Bring PrettyConsole APIs into scope
using PrettyConsole; // Extension members + OutputPipe
using static System.Console; // Optional for terser call sites
This setup lets you call Console.WriteInterpolated, Console.Overwrite, Console.TryReadLine, etc. The original System.Console APIs remain available—call System.Console.ReadKey() or System.Console.SetCursorPosition() directly whenever you need something the extensions do not provide.
Interpolated strings & inline colors
PrettyConsoleInterpolatedStringHandler now buffers interpolated content in a pooled buffer before flushing to the selected pipe—a v5.2.0 rewrite that delivered a big perf jump while staying allocation-free. Colors auto-reset at the end of each call. Console.WriteInterpolated and Console.WriteLineInterpolated return the number of visible characters written (handler-emitted escape sequences are excluded) so you can drive padding/width calculations from the same call sites.
Console.WriteInterpolated($"Hello {ConsoleColor.Green / ConsoleColor.DefaultBackground}world{ConsoleColor.Default}!");
Console.WriteInterpolated(OutputPipe.Error, $"{ConsoleColor.Yellow / ConsoleColor.DefaultBackground}warning{ConsoleColor.Default}: {message}");
if (!Console.TryReadLine(out int choice, $"Pick option {ConsoleColor.Cyan / ConsoleColor.DefaultBackground}1-5{ConsoleColor.Default}: ")) {
Console.WriteLineInterpolated($"{ConsoleColor.Red / ConsoleColor.DefaultBackground}Not a number.{ConsoleColor.Default}");
}
// Zero-allocation padding directly from the handler
Console.WriteInterpolated($"Header{new WhiteSpace(6)}Value");
ConsoleColor.DefaultForeground, ConsoleColor.DefaultBackground, and the / operator overload make it easy to compose foreground/background tuples inline (ConsoleColor.Red / ConsoleColor.White).
Inline decorations via Markup
When ANSI escape sequences are safe to emit (Console.IsOutputRedirected/IsErrorRedirected are both false), the Markup helper exposes ready-to-use toggles for underline, bold, italic, and strikethrough:
Console.WriteLineInterpolated($"{Markup.Bold}Build{Markup.ResetBold} {Markup.Underline}completed{Markup.ResetUnderline} in {elapsed:duration}"); // e.g. "completed in 2h 3m 17s"
All fields collapse to string.Empty when markup is disabled, so the same call sites continue to work when output is redirected or the terminal ignores decorations. Use Markup.Reset if you want to reset every decoration at once.
Formatting & alignment helpers
TimeSpan :durationformat — the interpolated string handler understands the custom:durationspecifier. It emits integerhours/minutes/secondstokens (e.g.,5h 32m 12s,27h 12m 3s,123h 0m 0s) without allocations, and the hour component keeps growing past 24 so long-running tasks stay accurate. Minutes/seconds are not zero-padded so the output stays compact:var elapsed = stopwatch.Elapsed; Console.WriteInterpolated($"Completed in {elapsed:duration}"); // Completed in 12h 5m 33sdouble :bytesformat — pass anydouble(cast integral sizes if needed) with the:bytesspecifier to render human-friendly binary size units. Values scale by powers of 1024 throughB,KB,MB,GB,TB,PB, and use the#,##0.##format so thousands separators and up to two decimal digits follow the current culture:var transferred = 12_884_901d; Console.WriteInterpolated($"Uploaded {transferred:bytes}"); // Uploaded 12.3 MB Console.WriteInterpolated($"Remaining {remaining,8:bytes}"); // right-aligned units stay tidyAlignment — standard alignment syntax works the same way it does with regular interpolated strings, but the handler writes directly into the console buffer. This keeps columnar output zero-allocation friendly:
Console.WriteInterpolated($"|{"Label",-10}|{value,10:0.00}|");
You can combine both, e.g., $"{elapsed,8:duration}", to keep progress/status displays tidy.
WhiteSpacestruct for padding — passnew WhiteSpace(length)inside an interpolated string to emit that many spaces straight from the handler without allocating intermediate strings.Custom escape sequences — if you need your own ANSI code (extra markup/colors), keep it in an interpolated hole instead of hardcoding it into the literal so the handler can treat it like other escape spans:
var rose = "\u001b[38;5;213m"; // custom 256-color escape
Console.WriteInterpolated($"{rose}accent text{Markup.Reset}");
Avoid embedding the escape directly in the literal ("\u001b[38;5;213maccent text"), which would be measured as visible width and could skew padding/alignment.
Basic outputs
// Interpolated text
Console.WriteInterpolated($"Processed {items} items in {elapsed:duration}"); // Processed 42 items in 3h 44m 9s
Console.WriteLineInterpolated(OutputPipe.Error, $"{ConsoleColor.Magenta}debug{ConsoleColor.Default}");
// Span + color overloads (no boxing)
ReadOnlySpan<char> header = "Title";
Console.Write(header, OutputPipe.Out, ConsoleColor.White, ConsoleColor.DarkBlue);
Console.NewLine(); // writes newline to the default output pipe
// ISpanFormattable (works with ref structs)
Console.Write(percentage, OutputPipe.Out, ConsoleColor.Cyan, ConsoleColor.DefaultBackground, format: "F2", formatProvider: null);
Behind the scenes these overloads rent buffers from the shared ArrayPool<char> and route output to the correct pipe through ConsoleContext.GetWriter.
Basic inputs
if (!Console.TryReadLine(out int port, $"Port ({ConsoleColor.Green}5000{ConsoleColor.Default}): ")) {
port = 5000;
}
// `TryReadLine<TEnum>` and `TryReadLine` with defaults
if (!Console.TryReadLine(out DayOfWeek day, ignoreCase: true, $"Day? ")) {
day = DayOfWeek.Monday;
}
var apiKey = Console.ReadLine($"Enter API key ({ConsoleColor.DarkGray}optional{ConsoleColor.Default}): ");
All input helpers work with IParsable<T> and enums, respect the active culture, and honor OutputPipe when prompts are colored.
Advanced inputs
Console.RequestAnyInput($"Press {ConsoleColor.Yellow}any key{ConsoleColor.Default} to continue…");
if (!Console.Confirm($"Deploy to production? ({ConsoleColor.Green}y{ConsoleColor.Default}/{ConsoleColor.Red}n{ConsoleColor.Default}) ")) {
return;
}
var customTruths = new[] { "sure", "do it" };
bool overwrite = Console.Confirm(customTruths, emptyIsTrue: false, $"Overwrite existing files? ");
Rendering helpers
Console.ClearNextLines(3, OutputPipe.Error);
int line = Console.GetCurrentLine();
// … draw something …
Console.GoToLine(line);
Console.SetColors(ConsoleColor.White, ConsoleColor.DarkBlue);
Console.ResetColors();
ConsoleContext.Out/Error expose the live writers (both are settable if you need to swap in test doubles). Use Console.WriteWhiteSpaces(int length, OutputPipe pipe) for convenient padding from call sites, or call WriteWhiteSpaces(int) on an existing writer:
Console.WriteWhiteSpaces(8, OutputPipe.Error); // pad status blocks
ConsoleContext.Error.WriteWhiteSpaces(4); // same via writer
Advanced outputs
Console.Overwrite(() => {
Console.WriteLineInterpolated(OutputPipe.Error, $"{ConsoleColor.Cyan}Working…{ConsoleColor.Default}");
Console.WriteInterpolated(OutputPipe.Error, $"{ConsoleColor.DarkGray}Elapsed:{ConsoleColor.Default} {stopwatch.Elapsed:duration}"); // Elapsed: 0h 1m 12s
}, lines: 2);
// Prevent closure allocations with state + generic overload
Console.Overwrite((left, right), tuple => {
Console.WriteInterpolated($"{tuple.left} ←→ {tuple.right}");
}, lines: 1);
await Console.TypeWrite("Booting systems…", (ConsoleColor.Green, ConsoleColor.Black));
await Console.TypeWriteLine("Ready.", ConsoleColor.Default);
Always call Console.ClearNextLines(totalLines, pipe) once after the last Overwrite to erase the region when you are done.
Menus and tables
var choice = Console.Selection("Pick an environment:", new[] { "Dev", "QA", "Prod" });
var multi = Console.MultiSelection("Services to restart:", new[] { "API", "Worker", "Scheduler" });
var (area, action) = Console.TreeMenu("Actions", new Dictionary<string, IList<string>> {
["Users"] = new[] { "List", "Create", "Disable" },
["Jobs"] = new[] { "Queue", "Retry" }
});
Console.Table(
headers: new[] { "Name", "Status" },
columns: new[] {
new[] { "API", "Worker" },
new[] { "Running", "Stopped" }
}
);
Menus validate user input (throwing ArgumentException on invalid selections) and use the padding helpers internally to keep columns aligned.
Progress bars
using var progress = new ProgressBar {
ProgressChar = '■',
ForegroundColor = ConsoleColor.DarkGray,
ProgressColor = ConsoleColor.Green,
};
for (int i = 0; i <= 100; i += 5) {
progress.Update(i, $"Downloading chunk {i / 5}");
await Task.Delay(50);
}
// Need separate status + bar lines? sameLine: false
progress.Update(42.5, "Syncing", sameLine: false);
// One-off render without state
ProgressBar.WriteProgressBar(OutputPipe.Error, 75, ConsoleColor.Magenta, '*', maxLineWidth: 32);
ProgressBar.Update always re-renders (even if the percentage didn't change) so you can refresh status text. You can also set ProgressBar.MaxLineWidth on the instance to limit the rendered [=====] 42% line width before each update, mirroring the maxLineWidth option on ProgressBar.WriteProgressBar. The helper ProgressBar.WriteProgressBar keeps the cursor on the same line, which is ideal inside Console.Overwrite, and accepts an optional maxLineWidth so the entire [=====] 42% line can be constrained for left-column layouts.
Indeterminate progress
IndeterminateProgressBar renders animated frames on the error pipe. v5.2.0 adds overloads that accept a Func<PrettyConsoleInterpolatedStringHandler> so you can generate per-frame headers with captured locals. Bind the handler to the right pipe via PrettyConsoleInterpolatedStringHandler.Build:
var spinner = new IndeterminateProgressBar();
await spinner.RunAsync(workTask, () => PrettyConsoleInterpolatedStringHandler.Build(OutputPipe.Error, $"Syncing {DateTime.Now:T}"));
The factory runs each frame, letting you inject dynamic status text without allocations.
Multiple progress bars with tasks + channels
using System.Linq;
using System.Threading.Channels;
var downloads = new[] { "Video.mp4", "Archive.zip", "Assets.pak" };
var progress = new double[downloads.Length];
var updates = Channel.CreateUnbounded<(int index, double percent)>();
// Producers push progress updates
var producers = downloads
.Select((name, index) => Task.Run(async () => {
for (int p = 0; p <= 100; p += Random.Shared.Next(5, 15)) {
await updates.Writer.WriteAsync((index, p));
await Task.Delay(Random.Shared.Next(40, 120));
}
}))
.ToArray();
// Consumer renders stacked bars each time an update arrives
var consumer = Task.Run(async () => {
await foreach (var (index, percent) in updates.Reader.ReadAllAsync()) {
progress[index] = percent;
Console.Overwrite(progress, state => {
for (int i = 0; i < state.Length; i++) {
Console.WriteInterpolated(OutputPipe.Error, $"Task {i + 1} ({downloads[i]}): ");
ProgressBar.WriteProgressBar(OutputPipe.Error, state[i], ConsoleColor.Cyan);
}
}, lines: downloads.Length, pipe: OutputPipe.Error);
}
});
await Task.WhenAll(producers);
updates.Writer.Complete();
await consumer;
Console.ClearNextLines(downloads.Length, OutputPipe.Error); // ensure no artifacts remain
Each producer reports progress over the channel, the consumer loops with ReadAllAsync, and Console.Overwrite redraws the stacked bars on every update. After the consumer completes, clear the region once to remove the progress UI.
Pipes & writers
PrettyConsole keeps the original console streams accessible (and settable for tests) via ConsoleContext:
TextWriter @out = ConsoleContext.Out;
TextWriter @err = ConsoleContext.Error;
TextReader @in = ConsoleContext.In;
Use these when you need direct writer access (custom buffering, WriteWhiteSpaces, etc.) or swap in mocks for testing. In cases where you must call raw System.Console APIs (e.g., Console.ReadKey(true)), do so explicitly—PrettyConsole never hides the built-in console.
Contributing
Contributions are welcome! Fork the repo, create a branch, and open a pull request. Bug reports and feature requests are tracked through GitHub issues.
Contact
For bug reports, feature requests, or sponsorship inquiries reach out at dusrdev@gmail.com.
This project is proudly made in Israel 🇮🇱 for the benefit of mankind.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated | |
|---|---|---|---|
| 5.3.0 | 152 | 12/4/2025 | |
| 5.2.0 | 101 | 11/29/2025 | |
| 5.1.0 | 188 | 11/24/2025 | |
| 5.0.0 | 163 | 11/15/2025 | |
| 4.1.0 | 144 | 10/25/2025 | |
| 4.0.0 | 174 | 10/21/2025 | |
| 3.1.0 | 456 | 11/14/2024 | |
| 3.0.0 | 3,717 | 10/21/2024 | |
| 3.0.0-rc.2 | 98 | 10/16/2024 | |
| 3.0.0-rc.1 | 91 | 10/11/2024 | |
| 2.1.1 | 238 | 8/25/2024 | |
| 2.1.0 | 235 | 8/23/2024 | |
| 2.0.0 | 292 | 3/2/2024 | |
| 1.6.1 | 378 | 6/30/2023 | |
| 1.6.0 | 336 | 6/26/2023 | |
| 1.5.2 | 384 | 4/14/2023 | |
| 1.5.1 | 498 | 12/21/2022 | |
| 1.5.0 | 546 | 12/4/2022 | |
| 1.4.0 | 637 | 8/4/2022 | |
| 1.3.0 | 598 | 7/14/2022 | |
| 1.2.0 | 586 | 7/5/2022 | |
| 1.1.0 | 597 | 6/18/2022 | |
| 1.0.2 | 632 | 6/14/2022 | |
| 1.0.1 | 646 | 6/14/2022 | |
| 1.0.0 | 653 | 6/12/2022 |
- `PrettyConsoleInterpolatedStringHandler` was re-written to buffers interpolated content before emitting it (instead of streaming), along with other optimizations.
- Added a `WhiteSpace` struct to declare padding regions; the handler recognizes it as a special argument and writes that many spaces directly into the buffer.
- `IndeterminateProgressBar` gains overloads that take a `Func{PrettyConsoleInterpolatedStringHandler}`, letting each frame build status text with captured locals. Use `PrettyConsoleInterpolatedStringHandler.Build` to bind the handler to the correct `OutputPipe` inside the factory.