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stephens2424 avatar stephens2424 commented on May 10, 2024

Short answer: yes, I'd love help on that.

Long answer: the design of how to provide that information is sort of in flux.

I realized the Tokens() method on Node isn't going to work as well as I hoped for things like formatting, because in many cases that can require re-parsing to figure out the correct format. To improve that, I've been (slowly) replacing it with a Print(f Format) string method, but I'm also thinking about changing that to a Formatter type that mirrors what the go/printer package has.

So because of that, the Tokens() method on Node isn't the right place to put location information, but a place for that is sorely needed. On any method, however, it should be clear what the position information is based on, be it the originally parsed code or the current position in the AST, if it's been programmatically created or changed. The latter should take into account a formatting preference, and both types of location information should be available.

So something like

type Node interface {
 ...
 ParsedPosition() Position
 CurrentPosition(f Format) Position
}

That said, I think we can hold off on the CurrentPosition method as the Format type and the Parent and Children methods are fully implemented on all Nodes.

Anyway, thanks for looking at this. Feel free to take on any of this or let me know if you have any thoughts on this design. I'm traveling this week, but I'll try to get some of my recent work-in-progress pushed up here.

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mcuadros avatar mcuadros commented on May 10, 2024

I have a very limited know how of this project, so I need a bit help with this.
Why every token is created again instead of use the parsed instance?

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stephens2424 avatar stephens2424 commented on May 10, 2024

The AST isn't necessarily generated through parsing. Particularly in tests, where most of the time it's created with struct literals.

I'm happy to help. Let me know if you have any other questions.

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stephens2424 avatar stephens2424 commented on May 10, 2024

I moved on this a little bit and stalled. The current state of things is better tracked in #26 now.

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