[rust-dev] Modules and visibility

Lee Braiden leebraid at gmail.com
Fri Jan 24 01:02:24 PST 2014

On 23/01/14 22:23, Steve Klabnik wrote:
> Ehhh, my phrasing on that one was poor. What I was trying to say is
> that there are a significant number of users of Rust who do not have
> IDEs, and adding anything that would _require_ you to use an IDE with
> Rust is a significant drawback.
> If an IDE floats your boat, no complaints from me. As long as I can
> use my vim, I don't care what you use. :)
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Even many serious vim / emacs users have it tweaked to the point where 
it does a lot of IDE-like things, such as completion and project file 
switching / builds / tag search too.  I think the need is to support IDE 
features in a flexible way, that any editor / IDE can interface with as 
suits them.

I think the best solution to that would be some sort of daemon that 
takes a top-level project definition, or a set of files, compiles them, 
monitors for changes, and interactively answers questions about it via 
some simple API:

     // static info support, which becomes interactive, if 
update_edited_overlay() is used
     all_tags(include_metadata) // returns tags, plus optional metadata 
like doc strings and highlighting info

     // interactive editing extensions
     update_edited_overlay(f, start_line, start_col, end_line, end_col, 
     highlight_info(f, start_line, end_line)
     completions_at(f, line, col)

You could then run this in the background, for big IDEs, or just run it 
ahead of time, extract tags, and write an index / highlighting file, for 
simpler editors.  What's more, it would be a framework that many other 
languages could adopt.


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