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295 lines
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295 lines
15 KiB
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<meta name="generator" content="SciTE" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<title>
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Scintilla and SciTE Code Style Preferences
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</title>
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<style>
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font-family: Verdana;
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</style>
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</head>
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<body bgcolor="#FFFFFF" text="#000000">
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<table bgcolor="#000000" width="100%" cellspacing="0" cellpadding="0" border="0">
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<tr>
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<td>
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<img src="SciTEIco.png" border="3" height="64" width="64" alt="Scintilla icon" />
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</td>
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<td>
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<a href="index.html" style="color:white;text-decoration:none"><font size="5">Scintilla
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and SciTE</font></a>
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</td>
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</tr>
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</table>
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<h2>
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Code Style
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</h2>
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<h3>
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Introduction
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</h3>
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<p>
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The source code of Scintilla and SciTE follow my preferences.
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Some of these decisions are arbitrary and based on my sense of aesthetics
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but its good to have all the code look the same even if its not exactly how
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everyone would prefer.
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</p>
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<p>
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Code that does not follow these conventions will be accepted, but will be modified
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as time goes by to fit the conventions. Scintilla code follows the conventions more
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closely than SciTE except for lexers which are relatively independent modules.
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Lexers that are maintained by others are left as they are submitted except that
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warnings will be fixed so the whole project can compile cleanly.
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</p>
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<p>
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The <a href="http://astyle.sourceforge.net/">AStyle</a> formatting
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program with '-taOHUKk3 -M8' arguments formats code in much the right way although
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there are a few bugs in AStyle.
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</p>
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<h3>
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Language features
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</h3>
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<p>
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Design goals for Scintilla and SciTE include portability to currently available C++
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compilers on diverse platforms with high performance and low resource usage.
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Scintilla has stricter portability requirements to SciTE as it may be ported to
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low capability platforms.
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Scintilla code must build with C++17 which can be checked with "g++ --std=c++17".
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SciTE can use C++17 features that are widely available from g++ 7.1, MSVC 2017.6 and Clang 5.0 compilers.
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</p>
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<p>
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To achieve portability, only a subset of C++ features are used.
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Exceptions and templates may be used but, since Scintilla can be used from C as well as
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C++, exceptions may not be thrown out of Scintilla and all exceptions should be caught
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before returning from Scintilla.
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Run-time type information adds to memory use so is turned off.
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A 'Scintilla' name space is used. This helps with name clashes on OS X.
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</p>
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<p>
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The goto statement is not used because of bad memories from my first job
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maintaining FORTRAN programs. The union feature is not used as it can lead to
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non-type-safe value access.
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</p>
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<p>
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The SCI_METHOD preprocessor definition should be used when implementing
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interfaces which include it like ILexer and only there.
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</p>
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<p>
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Headers should always be included in the same order as given by the
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scripts/HeaderOrder.txt file.
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</p>
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<h3>
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Casting
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</h3>
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<p>
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Do not use old C style casts like (char *)s. Instead use the most strict form of C++
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cast possible like const_cast<char *>(s). Use static_cast and const_cast
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where possible rather than reinterpret_cast.
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</p>
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<p>
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The benefit to using the new style casts is that they explicitly detail what evil is
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occurring and act as signals that something potentially unsafe is being done.
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</p>
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<p>
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Code that treats const seriously is easier to reason about both for humans
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and compilers, so use const parameters and avoid const_cast.
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</p>
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<h3>
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Warnings
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</h3>
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<p>
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To help ensure code is well written and portable, it is compiled with almost all
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warnings turned on. This sometimes results in warnings about code that is
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completely good (false positives) but changing the code to avoid the warnings
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is generally fast and has little impact on readability.
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</p>
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<p>
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Initialise all variables and minimise the scope of variables. If a variable is defined
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just before its use then it can't be misused by code before that point.
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Use loop declarations that are compatible with both the C++ standard and currently
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available compilers.
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</p>
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<h3>
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Allocation
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</h3>
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<p>
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Memory exhaustion can occur in many Scintilla methods.
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This should be checked for and handled but once it has happened, it is very difficult to do
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anything as Scintilla's data structures may be in an inconsistent state.
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Fixed length buffers are often used as these are simple and avoid the need to
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worry about memory exhaustion but then require that buffer lengths are
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respected.
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</p>
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<p>
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The C++ new and delete operators are preferred over C's malloc and free
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as new and delete are type safe.
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</p>
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<h3>
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Bracketing
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</h3>
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<p>
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Start brackets, '{', should be located on the line of the control structure they
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start and end brackets, '}', should be at the indented start of a line. When there is
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an else clause, this occurs on the same line as the '}'.
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This format uses less lines than alternatives, allowing more code to be seen on screen.
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Fully bracketed control
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structures are preferred because this makes it more likely that modifications will
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be correct and it allows Scintilla's folder to work. No braces on returned
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expressions as return is a keyword, not a function call.
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</p>
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<SPAN class=S0></SPAN><SPAN class=S5>bool</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>fn</SPAN><SPAN class=S10>(</SPAN><SPAN class=S5>int</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>a</SPAN><SPAN class=S10>)</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>{</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S5>if</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>(</SPAN><SPAN class=S11>a</SPAN><SPAN class=S10>)</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>{</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S11>s</SPAN><SPAN class=S10>();</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S11>t</SPAN><SPAN class=S10>();</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S10>}</SPAN><SPAN class=S0> </SPAN><SPAN class=S5>else</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>{</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S11>u</SPAN><SPAN class=S10>();</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S10>}</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S5>return</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>!</SPAN><SPAN class=S11>a</SPAN><SPAN class=S10>;</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S10>}</SPAN><SPAN class=S0><BR>
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</SPAN> <h3>
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Spacing
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</h3>
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<p>
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Spaces on both sides of '=' and comparison operators and no attempt to line up '='.
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No space before or after '(', when used in calls, but a space after every ','.
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No spaces between tokens in short expressions but may be present in
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longer expressions. Space before '{'. No space before ';'.
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No space after '*' when used to mean pointer and no space after '[' or ']'.
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One space between keywords and '('.
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</p>
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<SPAN class=S0></SPAN><SPAN class=S5>void</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>StoreConditionally</SPAN><SPAN class=S10>(</SPAN><SPAN class=S5>int</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>c</SPAN><SPAN class=S10>,</SPAN><SPAN class=S0> </SPAN><SPAN class=S5>const</SPAN><SPAN class=S0> </SPAN><SPAN class=S5>char</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>*</SPAN><SPAN class=S11>s</SPAN><SPAN class=S10>)</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>{</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S5>if</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>(</SPAN><SPAN class=S11>c</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>&&</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>(</SPAN><SPAN class=S11>baseSegment</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>==</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>trustSegment</SPAN><SPAN class=S10>[</SPAN><SPAN class=S6>"html"</SPAN><SPAN class=S10>]))</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>{</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S11>baseSegment</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>=</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>s</SPAN><SPAN class=S10>+</SPAN><SPAN class=S4>1</SPAN><SPAN class=S10>;</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S11>Store</SPAN><SPAN class=S10>(</SPAN><SPAN class=S11>s</SPAN><SPAN class=S10>,</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>baseSegment</SPAN><SPAN class=S10>,</SPAN><SPAN class=S0> </SPAN><SPAN class=S6>"html"</SPAN><SPAN class=S10>);</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S10>}</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S10>}</SPAN>
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<h3>
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Names
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</h3>
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<p>
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Identifiers use mixed case and no underscores.
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Class, function and method names start with an uppercase letter and use
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further upper case letters to distinguish words. Variables start with a lower
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case letter and use upper case letters to distinguish words.
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Loop counters and similar variables can have simple names like 'i'.
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Function calls should be differentiated from method calls with an initial '::'
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global scope modifier.
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</p>
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<SPAN class=S0></SPAN><SPAN class=S5>class</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>StorageZone</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>{</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S5>public</SPAN><SPAN class=S10>:</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S5>void</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>Store</SPAN><SPAN class=S10>(</SPAN><SPAN class=S5>const</SPAN><SPAN class=S0> </SPAN><SPAN class=S5>char</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>*</SPAN><SPAN class=S11>s</SPAN><SPAN class=S10>)</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>{</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S11>Media</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>*</SPAN><SPAN class=S11>mediaStore</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>=</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>::</SPAN><SPAN class=S11>GetBaseMedia</SPAN><SPAN class=S10>(</SPAN><SPAN class=S11>zoneDefault</SPAN><SPAN class=S10>);</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S5>for</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>(</SPAN><SPAN class=S5>int</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>i</SPAN><SPAN class=S10>=</SPAN><SPAN class=S11>mediaStore</SPAN><SPAN class=S10>-></SPAN><SPAN class=S11>cursor</SPAN><SPAN class=S10>;</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>mediaStore</SPAN><SPAN class=S10>[</SPAN><SPAN class=S11>i</SPAN><SPAN class=S10>],</SPAN><SPAN class=S0> </SPAN><SPAN class=S11>i</SPAN><SPAN class=S10>++)</SPAN><SPAN class=S0> </SPAN><SPAN class=S10>{</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S11>mediaStore</SPAN><SPAN class=S10>-></SPAN><SPAN class=S11>Persist</SPAN><SPAN class=S10>(</SPAN><SPAN class=S11>s</SPAN><SPAN class=S10>[</SPAN><SPAN class=S11>i</SPAN><SPAN class=S10>]);</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S10>}</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S10>}</SPAN><SPAN class=S0><BR>
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</SPAN><SPAN class=S10>};</SPAN>
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<h3>
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Submitting a lexer
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</h3>
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<p>Add a public feature request to the <a href="https://sourceforge.net/tracker/?group_id=2439&atid=352439">Feature Request Tracker</a>.</p>
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<p>Send all the modified and new files as full text (not patches) in an archive (.zip or .tgz).</p>
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<p>Define all of the lexical states in a modified Scintilla.iface.</p>
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<p>Ensure there are no warnings under the compiler you use. Warnings from other compilers
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will be noted on the feature request.</p>
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<p>sc.ch is an int: do not pass this around as a char.</p>
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<p>The ctype functions like isalnum and isdigit only work on ASCII (0..127) and may cause
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undefined behaviour including crashes if used on other values. Check with IsASCII before calling is*.</p>
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<p>Functions, structs and classes in lexers should be in an unnamed namespace (see LexCPP)
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or be marked "static" so they will not leak into other lexers.</p>
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<p>If you copy from an existing lexer, remove any code that is not needed since it makes it
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more difficult to maintain and review.</p>
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<p>When modifying an existing lexer, try to maintain as much compatibility as possible.
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Do not renumber lexical styles as current client code may be built against the earlier values.</p>
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<h4>
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Properties
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</h4>
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<p>
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Properties provided by a new lexer should follow the naming conventions
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and should include a comment suitable for showing to end users.
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The convention is for properties that control styling to be named
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lexer.<lexername>.* and those that control folding to be named
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fold.<lexername>.*.
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Examples are "lexer.python.literals.binary" and "fold.haskell.imports".
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</p>
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<p>
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The properties "fold" and "fold.comment" are generic and can be used by
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any lexer.
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</p>
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<p>
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See LexPython for examples of properties in an object lexer and LexHTML for a functional lexer.
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</p>
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</body>
|
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</html>
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