WEBVTT captioned by sachac, checked by sachac
NOTE Introduction
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Hi, I'm Jeff Trull, and today I'm going to talk to you
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about improving C++ compiler diagnostics
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using overlays and other features from Emacs.
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First an overview of my talk.
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I'm going to cover what overlays are
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and how you can use them in code,
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then I'm going to talk about C++
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and why its compiler errors can be so onerous.
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Finally, we'll take that information
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and build a new minor mode
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using overlays and other Emacs features.
NOTE Overlays and what they can do
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First of all, overlays.
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What are they?
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They are objects consisting of a buffer range
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and a set of properties.
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That means that they cover a region in a buffer.
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The properties can be a certain set
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of special property names,
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in which case they can be used to cause
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special effects in the buffer,
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but they never change the underlying text.
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You can use them for things like hiding things.
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So, for example, overlays are working right now
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in this window. `org-present`,
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the technology I'm using for this presentation,
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is hiding the asterisk before every headline,
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as well as the things called emphasis markers;
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that is, those things that make things look
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monospaced for verbatim, or italic, or bold.
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The special characters we use to mark off those sections
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are also hidden by `org-present` using overlays.
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But those things are still in the buffer
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and they're still visible to code.
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So if I run this little snippet of code down here,
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it's going to go up to the headline "Overlays
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and what they can do," and it's going to tell us
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what's there in the buffer.
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Let's go down and run this.
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So according to this code, the contents of the buffer
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to the left of the headline is a star in a space,
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which means that even though we can't see that star,
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it's still there, because it's hidden by an overlay.
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And that's kind of the essence of what overlays are.
NOTE Simple overlay example - creating an overlay
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Let's do a simple overlay example.
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We have some text on the right here,
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which is a famous poem by William Carlos Williams,
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which has been the subject of many memes.
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Let's create an overlay that covers it.
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I'll go down here and use this snippet of code here.
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We'll go up to the top, and we'll mark everything
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between `#+BEGIN_VERSE` and `#+END_VERSE`.
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You can see we've created an overlay
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from position 74 to 224.
NOTE Adding properties
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Now we can take that overlay that we already created
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and add a property, in this case a `face` property,
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to change the appearance of the text.
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This is a poem, and it's currently using
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a face that is monospaced,
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and so it looks like a computer program,
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even though it's a poem.
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I think it would be nicer to use something
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with variable-width font, maybe with some serifs.
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So let's give that a try.
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Now you can see that the poem looks quite a bit different.
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It looks more like what we'd see in a book.
NOTE Deleting an overlay
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We can also delete overlays.
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So I've named this one.
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So we can just go down and run `delete-overlay`
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and get rid of it, and it'll go back to
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the appearance it had before.
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And there it is.
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It's back to normal.
NOTE Setting fonts the right way
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Now, if you're interested in changing all of the verses
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inside an Org Mode file to a different face
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or a different font family,
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this isn't the way you'd really do it.
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I'll just show you that real quick.
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The right way is probably to change the `org-verse` face,
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which is the face used for all of the verse blocks
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inside your Org Mode file.
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And so this is how you do it here:
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`face-remap-add-relative`.
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Let's give it a try.
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It worked!
NOTE More properties
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There are more advanced things that you can do
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other than just changing fonts.
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There's a whole long list of them in the manual,
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but let's talk about the ones we're going to use today.
NOTE Visibility
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You can make text invisible, just like `org-present` did.
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The simplest way is to set the `invisible` property to true,
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so here's a code snippet that will do that.
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What we're going to do is
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go and find the word "plums" inside the poem,
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and then we're going to make it invisible
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by creating an overlay that covers it,
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and then setting the invisible property to true.
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Boom!
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It's gone.
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We've eaten the plums.
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Visibility is a huge topic and very complicated.
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There are powerful mechanisms for using it.
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I suggest reading the manual
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if you'd like to know more about that.
NOTE Adding text
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Another thing we can do with properties
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is to add text either before or after an overlay.
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Since we've made the word "plums" invisible,
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or anything that you make invisible in the buffer,
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if you add text then afterwards,
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it looks like you've replaced the original words
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with new words.
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So let's add a property, a `before-string` property,
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to the overlay that we used before
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to make it seem as though we're eating cherries
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instead of plums.
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Boom!
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There it is.
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So that's how you can replace words using overlays.
NOTE Custom properties
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You can also have custom properties
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that you name and then use yourself.
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For example, you can use it to mark regions in the buffer.
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You can also use it to add information
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to regions in the buffer for your own tracking
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in a minor mode or something like that, which we will use.
NOTE Notes on properties
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Finally, two notes on properties.
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We've been talking about overlay properties,
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but there's also something called text properties.
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Text properties are attached to text in a buffer.
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When you copy that text, the properties come along with it.
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If you modify the properties,
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the buffer is considered modified.
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Org Mode makes heavy use of text properties,
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as we can see by running this little code snippet here,
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which is going to tell us the properties
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and the string attached
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to the "Some poetry" headline on the right.
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There's also some controversy regarding performance.
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It may be that text properties
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perform better than overlay properties,
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so do some research
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if you're going to make heavy use of them.
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I prefer overlays because they're just easier to use.
NOTE Improving C++ compiler output
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C++ compiler output.
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So my day job is C++ programmer,
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and although I've been an Emacser for many years,
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it can be a little bit of a chore dealing with errors.
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The error messages that come out of the compiler
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can be pretty hard to understand.
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This has often been a barrier,
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particularly for people who are new to C++.
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So let's see what that's like.
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I have an example
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which is generously supplied by Ben Deane of Intel.
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So let's see what it looks like
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when you compile a C++ program
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that has a difficult error in it.
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Okay.
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Okay.
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So you see we have a lot of fairly verbose messages.
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The most verbose one I think is probably here.
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This one here.
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These are pretty bad.
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I think there might be bigger ones.
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Oh, yeah. Here we go.
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Here's my favorite one.
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You can see... Let's look for specialization... Basically,
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this whole section of the buffer here,
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that is specifying the specific types
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that a function template was instantiated with.
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And it's a lot there.
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So if you're trying to figure out
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what's wrong with your program
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and you're looking at something like this,
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it can be really, really hard to understand.
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Okay.
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Back to our presentation.
NOTE The problem with C++ error messages
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So it's often this way in C++
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because we compose types from other types.
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They can be long to begin with,
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but then a couple of other factors come into play.
NOTE Many standard class templates have defalut arguments
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First of all, we can have default template arguments.
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These are arguments you didn't write,
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but that are implicitly there
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and can sometimes refer
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to the arguments that you did write,
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which causes them to get a bit bigger,
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such as these allocator arguments here and here.
NOTE Some types are aliases for longer things, too
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Then there are type aliases.
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For example, `std::string` here expands to
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a type with three template arguments.
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So you can imagine, when we combine
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those two things together,
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our simple vector of maps from strings to ints
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becomes this humongous thing here, which...
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Let's run the comparison.
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Yeah.
NOTE Reporting type information accurately means long lines
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So in summary, to properly understand an error
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when you're a C++ programmer
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requires knowing the exact types
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that were supplied to your function.
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And types are built recursively,
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and therefore the types can--
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the correct exact name for the type
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can just be really huge
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and have many levels and layers to it.
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So when I was trying to understand
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the things I'd done wrong,
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especially when I was a newer C++ programmer,
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but honestly still even recently,
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if I was having a really intractable problem,
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I would just copy the entire error message out,
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stick it in the scratch buffer,
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and then manually reformat it
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so I could see what it was telling me
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I'd actually called the function
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or whatever it was with, the exact type.
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I had to sit there
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and go through the whole thing.
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But there's a better way.
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Now, anyway.
NOTE Emacs can help - Treat C++ type names as just another kind of balanced expression
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So what can Emacs do to help us with this problem?
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First of all, if you think about a type name,
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it's a lot like what we call S-expressions
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or balanced expressions.
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Lisp code itself is an S-expression.
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It's basically things with parentheses
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and little atoms or symbols in it,
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or strings or numbers.
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But parenthesized balanced expressions
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are things that Emacs was actually built to deal with.
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They were... I found an old manual from 1981,
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and the two major modes that they recommended
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or that they actually documented in the manual were
00:11:05.766 --> 00:11:08.400
one, assembly language, and two, Lisp.
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They mentioned that there were other modes,
00:11:10.653 --> 00:11:12.700
but they didn't say anything about them.
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So Lisp is something
00:11:14.626 --> 00:11:17.440
with a really long history with Emacs.
11:17.440 --> 00:11:19.976
Balanced expressions and manipulating them
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and doing them efficiently
00:11:21.435 --> 00:11:24.155
is just a thing that Emacs knows how to do,
00:11:24.156 --> 00:11:25.640
and Emacs is good at it.
11:25.640 --> 00:11:27.705
There's just a legacy
00:11:27.706 --> 00:11:31.320
of algorithms and functions for doing it.
11:31.320 --> 00:11:33.182
So we take types,
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and we take the angle brackets in the types,
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and we get the symbols right.
11:40.840 --> 00:11:41.814
Then we can treat them
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as though they were balanced expressions or S-expressions,
00:11:44.313 --> 00:11:49.320
the same kind that Emacs is really good at handling.
NOTE Add overlays to improve readability
11:49.320 --> 00:11:51.979
Secondly, we can use overlays
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to improve the readability of errors.
11:55.260 --> 00:11:58.012
We can take long lines and break and indent them
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using `before-string`s, so the same thing
12:00.200 --> 12:03.440
I used to add "cherries" into the poem.
12:03.440 --> 00:12:06.611
We can use that to insert new lines
00:12:06.612 --> 00:12:08.725
followed by indentation
00:12:08.726 --> 00:12:15.160
and produce a much nicer-looking listing of a type.
12:15.160 --> 00:12:19.641
We can also use the `invisible` property
00:12:19.642 --> 00:12:22.400
to hide unwanted detail.
NOTE Create a minor mode that runs during compilation
12:22.400 --> 12:24.960
Last of all, we can create a minor mode.
12:24.960 --> 00:12:27.854
When we're compiling things in Emacs,
00:12:27.855 --> 00:12:30.140
we often use `compilation-mode`.
12:30.140 --> 00:12:32.097
`compilation-mode` allows you to install
00:12:32.098 --> 00:12:33.553
compilation filters that run
00:12:33.554 --> 00:12:36.434
when the compiler is producing output,
00:12:36.435 --> 00:12:39.980
and at that time, then, we can add our overlays.
12:39.980 --> 00:12:42.868
We can also add in minor-mode commands
00:12:42.869 --> 00:12:45.757
that do whatever we want to the keymap.
00:12:45.758 --> 00:12:48.321
In this case, we're going to show and hide
00:12:48.322 --> 00:12:50.176
lower-level details interactively
00:12:50.177 --> 00:12:53.906
so that we can see a simplified version
00:12:53.907 --> 00:12:59.500
or a more detailed version of a type, depending on our needs.
NOTE Parsing types as balanced expressions
12:59.500 --> 13:03.980
First of all, parsing types as balanced expressions.
13:03.980 --> 00:13:05.686
We need to be able to quickly locate
00:13:05.687 --> 00:13:07.162
the boundaries and the contents
00:13:07.163 --> 00:13:08.500
of parenthesized expressions,
13:08.500 --> 13:12.100
or in this case, expressions in angle brackets.
13:12.100 --> 00:13:14.995
We use a syntax table inside Emacs
00:13:14.996 --> 00:13:18.800
to allow movement functions like `forward-list`
00:13:18.801 --> 00:13:21.100
to jump between matching angle brackets.
13:21.100 --> 13:23.460
By default, they're just parentheses.
13:23.460 --> 13:25.900
First of all, let's look at our syntax table.
13:25.900 --> 00:13:29.189
We're going to add here syntax entries
00:13:29.190 --> 00:13:33.900
to handle angle brackets as though they were parentheses.
13:33.900 --> 00:13:37.247
Then we have a lot of types
00:13:37.248 --> 00:13:42.980
that have colons in them, and those are namespaces in C++.
13:42.980 --> 00:13:45.766
By default, Emacs does not recognize them
00:13:45.767 --> 00:13:49.134
as parts of symbols, so we're going to tell Emacs
00:13:49.135 --> 00:13:52.839
that a colon is something called a symbol constituent,
00:13:52.840 --> 00:13:54.860
that it can be part of a name.
13:54.860 --> 00:13:57.613
Once we do that, then we can use our functions
00:13:57.614 --> 00:13:59.442
like `forward-list`, `backward-word`,
00:13:59.443 --> 00:14:03.288
all of the navigation and movement functions that we have
00:14:03.289 --> 00:14:06.623
that do things, that do more complicated things
00:14:06.624 --> 00:14:08.707
like S-expressions and so on,
00:14:08.708 --> 00:14:11.485
can be used now with our angle brackets
00:14:11.486 --> 00:14:16.100
and inside of our types.
NOTE Indent and fill with overlays - Use ancient "pretty printing" algorithms"
14:16.100 --> 00:14:18.462
The next thing we can do is
00:14:18.463 --> 00:14:21.540
perform indent and fill with overlays.
14:21.540 --> 00:14:23.735
We're going to use `before-string` properties
00:14:23.736 --> 00:14:25.630
to break lines and create indentation
00:14:25.631 --> 00:14:28.900
to make the output look a little better.
14:28.900 --> 14:35.320
Today, we fill mostly text and we indent mostly code.
14:35.320 --> 00:14:37.307
We fill text in order to prevent it
00:14:37.308 --> 00:14:39.902
from running off the side of the right margin,
00:14:39.903 --> 00:14:43.940
and we indent code to line up syntactic elements.
14:43.940 --> 14:47.080
Back in the day, they had algorithms that could do both.
14:47.080 --> 14:52.260
Those are what we're going to leverage.
NOTE Overlays can mimic line breaks and indentation
14:52.260 --> 00:14:54.582
We can use the `before-string` property
00:14:54.583 --> 00:14:57.760
to insert a new line in the correct number of spaces
14:57.760 --> 15:00.240
to emulate indentation.
15:00.240 --> 00:15:03.525
As a simplified example, here's some code
00:15:03.526 --> 00:15:07.280
that will indent 4 upon each open angle bracket.
15:07.280 --> 15:14.520
Let's give it a try.
NOTE Hiding details - Marking depths with overlays
15:14.520 --> 15:18.280
The next thing we're going to need to do is hide details.
15:18.280 --> 00:15:22.688
So we have nested types, and the user is going to want to
00:15:22.689 --> 00:15:27.371
be able to reveal lower-level or hide lower-level parts
00:15:27.372 --> 00:15:30.131
of the nested type interactively
00:15:30.132 --> 00:15:35.480
once we've already reformatted the error messages.
15:35.480 --> 15:40.440
Let's see how we can do that using invisible properties.
15:40.440 --> 00:15:43.992
The first thing we're going to do is
00:15:43.993 --> 00:15:46.680
mark depths within the type.
15:46.680 --> 00:15:49.328
When we're originally analyzing and formatting
00:15:49.329 --> 00:15:51.920
and doing the indentation and the line breaks,
15:51.920 --> 00:15:55.071
at the same time, we're going to go through
00:15:55.072 --> 00:15:58.817
and mark the nested levels inside the type names,
00:15:58.818 --> 00:16:00.840
just as this diagram shows.
16:00.840 --> 00:16:03.573
So depth 1, for example, will be everything
00:16:03.574 --> 00:16:06.120
inside the first level of angle brackets.
16:06.120 --> 00:16:09.038
Depth 2 will be everything inside the second level,
00:16:09.039 --> 00:16:09.600
and so on.
16:09.760 --> 00:16:12.070
And then later on, when the users request it,
00:16:12.071 --> 00:16:16.303
we can go and look at the depth that they've selected
00:16:16.304 --> 00:16:19.360
and then mark those sections invisible.
16:19.360 --> 16:20.520
Let's see how that might work.
16:20.520 --> 00:16:24.022
First of all, let's delete the overlays
00:16:24.023 --> 00:16:28.400
that we already have that created the indentation.
16:28.400 --> 00:16:32.419
Now we're going to go and do that marking
00:16:32.420 --> 00:16:35.740
with the custom depth properties here.
16:35.740 --> 00:16:38.760
To prove that I didn't pull a fast one,
00:16:38.761 --> 00:16:42.082
let's go and see what `describe-char` tells us
00:16:42.083 --> 00:16:44.660
about the depths inside here.
16:44.660 --> 16:46.460
Let's start here.
16:46.460 --> 16:52.820
Okay, so inside this part here, `std::string`,
16:52.820 --> 16:54.980
There are two overlays.
16:54.980 --> 00:16:57.780
One of them is of depth 1, and the other is of depth 2,
00:16:57.781 --> 00:17:00.601
which makes sense, because depth 1 is going to be
00:17:00.602 --> 00:17:02.011
from about here to here,
00:17:02.012 --> 00:17:07.660
and depth 2 is going to be from about here to this area.
17:07.660 --> 00:17:10.829
So it's reasonable that there should be two,
00:17:10.830 --> 00:17:12.660
and that's what we expect.
NOTE Hiding to a target depth
17:12.660 --> 00:17:17.353
Now that we've marked the nested types with their depths,
00:17:17.354 --> 00:17:21.380
let's experiment with hiding details.
17:21.380 --> 00:17:26.773
This fragment of code takes a user-supplied depth,
00:17:26.774 --> 00:17:29.085
in this case 2, and will hide,
00:17:29.086 --> 00:17:30.875
based on those markings
00:17:30.876 --> 00:17:33.932
that we've already made on the overlays,
00:17:33.933 --> 00:17:36.020
the custom depth properties.
17:36.020 --> 17:40.020
We'll take those and apply your requested level of detail.
17:40.020 --> 17:42.020
So let's try it out.
17:42.020 --> 17:43.020
Depth 2.
17:43.020 --> 00:17:46.005
All right, that hid everything under the `std::map`,
00:17:46.006 --> 00:17:47.260
so the deepest level.
17:47.260 --> 17:52.140
If we make it 1, we should get a level higher than that.
17:52.140 --> 17:54.540
So now level 1 and below are hidden.
17:54.540 --> 17:59.660
Now if we put it back to 3, it should reveal everything.
17:59.660 --> 18:04.900
So that's what we're going to use in our minor mode.
NOTE Demo
18:04.900 --> 18:05.900
Let's have a demo.
18:05.900 --> 00:18:08.538
We're going to revisit the initial example
00:18:08.539 --> 00:18:10.380
with the minor mode installed.
18:10.380 --> 00:18:12.101
Now we're going to have a compilation filter
00:18:12.102 --> 00:18:13.593
that will run on every chunk of output
00:18:13.594 --> 00:18:15.780
produced by the compiler.
18:15.780 --> 00:18:17.849
It's going to add those overlays
00:18:17.850 --> 00:18:20.420
with the line breaks and the indentation.
18:20.420 --> 00:18:22.206
It's also going to add overlays
00:18:22.207 --> 00:18:23.880
that mark up the nested types
00:18:23.881 --> 00:18:26.220
with the depths for each region.
18:26.220 --> 18:31.580
Let's add the hook for `tspew-mode`.
18:31.580 --> 18:37.220
And now we can compile again.
18:38.220 --> 00:18:41.503
All right, we can already see
00:18:41.504 --> 00:18:47.195
that these things are formatted a little bit better
00:18:47.196 --> 00:18:49.180
than they were before.
18:49.180 --> 18:50.180
They're not all on one line.
18:50.180 --> 18:53.580
Things are getting kind of lined up here.
18:53.580 --> 19:05.620
Here's a good example.
19:05.620 --> 00:19:08.637
And here's our big ugly one from before
00:19:08.638 --> 00:19:10.900
with all the characters in it.
19:10.900 --> 19:14.500
Let's try hiding some of this information.
19:14.500 --> 00:19:17.431
We'll just slowly decrease the level of detail
00:19:17.432 --> 00:19:19.740
and you can see how it works.
19:19.740 --> 00:19:22.333
Over here, where there's these ellipses
00:19:22.334 --> 00:19:25.460
next to string constant, the "..." there,
19:25.460 --> 00:19:30.386
that's where we are starting to hide information
00:19:30.387 --> 00:19:32.900
and go to the next level.
19:32.900 --> 19:36.460
Hiding more, hiding more, hiding more.
19:36.460 --> 19:38.220
Now we can go back and start adding it back.
19:38.220 --> 00:19:42.736
You can see here now we just have about four layers,
00:19:42.737 --> 00:19:45.540
which is a lot easier to understand.
19:45.540 --> 00:19:47.733
And if we start understanding what it is
00:19:47.734 --> 00:19:52.180
and we need more detail, we can just increase detail again.
19:52.180 --> 00:19:55.402
And every time we increase or decrease detail,
00:19:55.403 --> 00:19:58.900
it reformats so it still stays kind of consolidated
19:58.900 --> 19:59.900
and nice looking.
19:59.900 --> 20:01.980
Let's increase it a little bit more.
20:02.060 --> 20:04.540
Okay, so you can see how that worked.
20:04.540 --> 20:08.340
Let's go back to our presentation.
20:08.340 --> 20:10.220
All right.
NOTE Conclusion
20:10.220 --> 00:20:12.996
In conclusion, we saw how we could solve
00:20:12.997 --> 00:20:15.367
a real problem for C++ programmers
00:20:15.368 --> 00:20:18.534
by combining several Emacs features: overlays,
00:20:18.535 --> 00:20:20.489
compilation mode extensions,
00:20:20.490 --> 00:20:25.700
and balanced expression navigation using syntax tables.
20:25.700 --> 00:20:27.978
Emacs is often compared unfavorably
00:20:27.979 --> 00:20:31.460
to newer IDEs and editors with slicker user interfaces.
20:32.220 --> 00:20:36.386
What Emacs has that they don't is powerful abstractions,
00:20:36.387 --> 00:20:38.862
tons of libraries, and decades of work
00:20:38.863 --> 00:20:42.100
by some of the luminaries in the field of software.
20:42.100 --> 00:20:45.343
I think that this project would have been much harder to do
00:20:45.344 --> 00:20:48.020
in a prettier but less powerful environment.
20:48.020 --> 20:50.860
In short, there's plenty of hope for Emacs.
20:50.860 --> 20:51.220
Thank you.