Coq Integrated Development Environment¶
The Coq Integrated Development Environment is a graphical tool, to be
used as a user-friendly replacement to coqtop
. Its main purpose is to
allow the user to navigate forward and backward into a Coq
file, executing corresponding commands or undoing them respectively.
CoqIDE is run by typing the command coqide
on the command line.
Without argument, the main screen is displayed with an “unnamed
buffer”, and with a filename as argument, another buffer displaying
the contents of that file. Additionally, coqide
accepts the same
options as coqtop
, given in The Coq commands, the ones having obviously
no meaning for CoqIDE being ignored.
A sample CoqIDE main screen, while navigating into a file Fermat.v
,
is shown in the figure CoqIDE main screen.
At the top is a menu bar, and a tool bar
below it. The large window on the left is displaying the various
script buffers. The upper right window is the goal window, where
goals to be proven are displayed. The lower right window is the message
window, where various messages resulting from commands are displayed.
At the bottom is the status bar.
Managing files and buffers, basic editing¶
In the script window, you may open arbitrarily many buffers to edit. The File menu allows you to open files or create some, save them, print or export them into various formats. Among all these buffers, there is always one which is the current running buffer, whose name is displayed on a background in the processed color (green by default), which is the one where Coq commands are currently executed.
Buffers may be edited as in any text editor, and classical basic editing commands (Copy/Paste, …) are available in the Edit menu. CoqIDE offers only basic editing commands, so if you need more complex editing commands, you may launch your favorite text editor on the current buffer, using the Edit/External Editor menu.
Commands and templates¶
The Templates menu allows using shortcuts to insert commands. This is a nice way to proceed if you are not sure of the syntax of the command you want.
Moreover, from this menu you can automatically insert templates of complex
commands like Fixpoint
that you can conveniently fill afterwards.
Queries¶
We call query any command that does not change the current state,
such as Check
, Search
, etc. To run such commands interactively, without
writing them in scripts, CoqIDE offers a query pane. The query pane can be
displayed on demand by using the View
menu, or using the shortcut F1
.
Queries can also be performed by selecting a particular phrase, then choosing an
item from the Queries
menu. The response then appears in the message window.
The image above shows the result after selecting of the phrase
Nat.mul
in the script window, and choosing Print
from the Queries
menu.
Compilation¶
The Compile
menu offers direct commands to:
compile the current buffer
run a compilation using
make
go to the last compilation error
create a
Makefile
usingcoq_makefile
.
Customizations¶
You may customize your environment using the menu Edit/Preferences. A new window will be displayed, with several customization sections presented as a notebook.
The first section is for selecting the text font used for scripts, goal and message windows.
The second and third sections are for controlling colors and style of
the three main buffers. A predefined Coq highlighting style as well
as standard GtkSourceView styles are available. Other styles can be
added e.g. in $HOME/.local/share/gtksourceview-3.0/styles/
(see
the general documentation about GtkSourceView for the various
possibilities). Note that the style of the rest of graphical part of
CoqIDE is not under the control of GtkSourceView but of GTK+ and
governed by files such as settings.ini
and gtk.css
in
$XDG_CONFIG_HOME/gtk-3.0
or files in
$HOME/.themes/NameOfTheme/gtk-3.0
, as well as the environment
variable GTK_THEME
(search on internet for the various
possibilities).
The fourth section is for customizing the editor. It includes in particular the ability to activate an Emacs mode named micro-Proof-General (use the Help menu to know more about the available bindings).
The next section is devoted to file management: you may configure
automatic saving of files, by periodically saving the contents into
files named #f#
for each opened file f
. You may also activate the
revert feature: in case a opened file is modified on the disk by a
third party, CoqIDE may read it again for you. Note that in the case
you edited that same file, you will be prompted to choose to either
discard your changes or not. The File charset encoding choice is
described below in Character encoding for saved files.
The Externals
section allows customizing the external commands for
compilation, printing, web browsing. In the browser command, you may
use %s
to denote the URL to open, for example:
firefox -remote "OpenURL(%s)"
.
Notice that these settings are saved in the file coqiderc
in the
coq
subdirectory of the user configuration directory which
is the value of $XDG_CONFIG_HOME
if this environment variable is
set and which otherwise is $HOME/.config/
.
A GTK+ accelerator keymap is saved under the name coqide.keys
in
the same coq
subdirectory of the user configuration directory. It
is not recommended to edit this file manually: to modify a given menu
shortcut, go to the corresponding menu item without releasing the
mouse button, press the key you want for the new shortcut, and release
the mouse button afterwards. If your system does not allow it, you may
still edit this configuration file by hand, but this is more involved.
Using Unicode symbols¶
CoqIDE is based on GTK+ and inherits from it support for Unicode in its text windows. Consequently a large set of symbols is available for notations. Furthermore, CoqIDE conveniently provides a simple way to input Unicode characters.
Displaying Unicode symbols¶
You just need to define suitable notations as described in the chapter Syntax extensions and notation scopes. For example, to use the mathematical symbols ∀ and ∃, you may define:
- Notation "∀ x .. y , P" := (forall x, .. (forall y, P) ..) (at level 200, x binder, y binder, right associativity) : type_scope.
- Notation "∃ x .. y , P" := (exists x, .. (exists y, P) ..) (at level 200, x binder, y binder, right associativity) : type_scope.
There exists a small set of such notations already defined, in the
file utf8.v
of Coq library, so you may enable them just by
Require Import Unicode.Utf8
inside CoqIDE, or equivalently,
by starting CoqIDE with coqide -l utf8
.
However, there are some issues when using such Unicode symbols: you of
course need to use a character font which supports them. In the Fonts
section of the preferences, the Preview line displays some Unicode
symbols, so you could figure out if the selected font is OK. Related
to this, one thing you may need to do is choosing whether GTK+ should
use antialiased fonts or not, by setting the environment variable
GDK_USE_XFT
to 1 or 0 respectively.
Bindings for input of Unicode symbols¶
CoqIDE supports a builtin mechanism to input non-ASCII symbols.
For example, to input π
, it suffices to type \pi
then press the
combination of key Shift+Space
(default key binding). Often, it
suffices to type a prefix of the latex token, e.g. typing \p
then Shift+Space
suffices to insert a π
.
For several symbols, ASCII art is also recognized, e.g. \->
for a
right arrow, or \>=
for a greater than or equal sign.
A larger number of latex tokens are supported by default. The full list is available here: https://github.com/coq/coq/blob/master/ide/coqide/default_bindings_src.ml
Custom bindings may be added, as explained further on.
The mechanism is active by default, but can be turned off in the Editor section of the preferences.
Note
It remains possible to input non-ASCII symbols using system-wide approaches independent of CoqIDE.
Adding custom bindings¶
To extend the default set of bindings, create a file named coqide.bindings
and place it in the same folder as coqide.keys
. This would be
the folder $XDG_CONFIG_HOME/coq
, defaulting to ~/.config/coq
if XDG_CONFIG_HOME
is unset. The file coqide.bindings
should contain one
binding per line, in the form \key value
, followed by an optional priority
integer. (The key and value should not contain any space character.)
Example
Here is an example configuration file:
\par ||
\pi π 1
\le ≤ 1
\lambda λ 2
\lambdas λs
Above, the priority number 1 on \pi
indicates that the prefix \p
should resolve to \pi
, and not to something else (e.g. \par
).
Similarly, the above settings ensure than \l
resolves to \le
,
and that \la
resolves to \lambda
.
It can be useful to work with per-project binding files. For this purpose
CoqIDE accepts a command line argument of the form
-unicode-bindings file1,file2,...,fileN
.
Each of the file tokens provided may consists of one of:
a path to a custom bindings file,
the token
default
, which resolves to the default bindings file,the token
local
, which resolves to thecoqide.bindings
file stored in the user configuration directory.
Warning
If a filename other than the first one includes a "~" to refer
to the home directory, it won't be expanded properly. To work around that
issue, one should not use comas but instead repeat the flag, in the form:
-unicode-bindings file1 .. -unicode-bindings fileN
.
Note
If two bindings for a same token both have the same priority value (or both have no priority value set), then the binding considered is the one from the file that comes first on the command line.
Character encoding for saved files¶
In the Files section of the preferences, the encoding option is related to the way files are saved.
If you have no need to exchange files with non-UTF-8 aware applications, it is better to choose the UTF-8 encoding, since it guarantees that your files will be read again without problems. (This is because when CoqIDE reads a file, it tries to automatically detect its character encoding.)
If you choose something else than UTF-8, then missing characters will
be written encoded by x{....}
or x{........}
where each dot is
an hexadecimal digit: the number between braces is the hexadecimal
Unicode index for the missing character.
Debugger¶
Version 8.15 introduces a visual debugger for L
tac tactics within
CoqIDE. It supports setting breakpoints visually and automatically
displaying the stopping point in the source code with "continue",
"step over" "step in" and "step out" operations. The call stack and variable
values for each stack frame are shown in a new panel.
The debugger is based on the non-visual L
tac debugger.
We'd like to eventually support other scripting facilities such as Ltac2.
Since the visual debugger is new in 8.15, you may encounter bugs or usability issues.
The behavior and user interface will evolve as the debugger is refined.
There are notes on bugs and potential enhancements at the end of
this page.
Feel free to suggest changes and improvements by opening an issue on
GitHub, or contact @jfehrle
directly through email, Zulip or Discourse.
Breakpoints¶
This screenshot shows the debugger stopped at a breakpoint in the L
tac tactic
my_tac
. Breakpoints are shown with a red background and the stopping point is
shown with a dark blue background. Set Ltac Debug.
enables stopping in the
debugger.
You can control the debugger with function and control keys. Some messages are shown in the Messages panel. You can type debugger commands in that panel when it shows the debug prompt.
The script is not editable while Coq is processing tactics or stopped in the debugger. When Coq is stopped in the debugger (e.g., at a breakpoint), the blue segment in the "in progress" slider at the bottom edge of the window will be stopped at the left hand edge of its range.
The function keys are listed, for the moment, with one exception, in the Debug
menu:
- Toggle breakpoint (F8)
Position the cursor on the first character of the tactic name in an Ltac construct, then press F8. Press again to remove the breakpoint. F8 is accepted only when all of the coqtop sessions are idle (i.e. at the debug prompt or not processing a tactic or command).
Note that sentences containing a single built-in tactic are not Ltac constructs. A breakpoint on
intros.
, for example, is ignored, while breakpoints on either tactic inintros; idtac.
work. A breakpoint on, say,my_ltac_tactic.
also works.Breakpoints on Ltac
value_tactic
s, which compute values without changing the proof context, such aseval
, are ignored.You must set at least one breakpoint in order to enter the debugger.
- Continue (F9)
Continue processing the proof. If you're not stopped in the debugger, this is equivalent to "Run to end" (Control End).
- Step over (Control ↓)
When stopped in the debugger, execute the next tactic without stopping inside it. If the debugger reaches a breakpoint in the tactic, it will stop. This is the same key combination used for "Forward one command"—if you're stopped in the debugger then it does a "Step over" and otherwise it does a "Forward". Combining the two functions makes it easy to step through a script in a natural way when some breakpoints are set.
- Step in (F10)
When stopped in the debugger, if next tactic is an
L
tac tactic, stop at the first possible point in the tactic. Otherwise acts as a "step over".- Step out (Shift F10)
When stopped in the debugger, continue and then stop at the first possible point after exiting the current
L
tac tactic. If the debugger reaches a breakpoint in the tactic, it will stop.- Break (F11)
Stops the debugger at the next possible stopping point, from which you can step or continue. (Not supported in Windows at this time.)
If you step through idtac "A"; idtac "B"; idtac "C".
, you'll notice that the
steps for my_tac
are:
idtac "A"; idtac "B"; idtac "C"
idtac "A"; idtac "B"
idtac "A"
idtac "B"
idtac "C"
which reflects the two-phase execution process for the tactic ; tactic
construct.
Also keep in mind that L
tac backtracking may cause the call stack to revert to
a previous state. This may cause confusion. Currently there's no special
indication that this has happened.
Call Stack and Variables¶
The bottom panel shows the call stack and the variables defined for the selected
stack frame. Stack frames normally show the name of tactic being executed, the line
number and the last component of the filename without the .v
suffix.
The directory part of the module name is shown when the frame is not in
the toplevel script file. For example,
make_rewriter:387, AllTactics (Rewriter.Rewriter)
refers to the file
with the module name Rewriter.Rewriter.AllTactics
.
Note: A few stack frames aren't yet displayed in this described format (e.g. those starting
with ???
) and may be extraneous. In some cases, the tactic name is not shown.
Click on a stack frame or press the Up (↑) or Down (↓) keys to select a stack frame. Coq will jump to the associated code and display the variables for that stack frame. You can select text with the mouse and then copy it to the clipboard with Control-C. Control-A selects the entire stack.
The variables panel uses a tree control to show variables defined in the selected stack frame. To see values that don't fit on a single line, click on the triangle. You can select one or more entries from the tree in the usual way by clicking, shift-clicking and control-clicking on an entry. Control-A selects all entries. Control-C copies the selected entries to the clipboard.
Note: Some variable are not displayed in a useful form. For example, the value
shown for tac
in a script containing let tac = ltac:(auto)
appears
only as <genarg:tacvalue>
. We hope to address this soon.
The DETACH
button moves the debugger panel into a separate window, which
will make it easier to examine its contents.
Supported use cases¶
There are two main use cases for the debugger. They're not very compatible. Instead of showing warning messages or forcing the user to explicitly pick one mode or another, for now it's up to the user to know the limitations and work within them.
The single file case is running the debugger on a single primary script without ever stopping in other secondary scripts. In this case, you can edit the primary script while Coq is not running it nor stopped in the debugger. The position of breakpoints will be updated automatically as you edit the file. It's fine to run the debugger in multiple buffers--you will not be confused. The single-file case is preferable when you can use it.
The multi-file case is when a primary script stops in a secondary script. In this case, breakpoints in the secondary script that move due to script editing may no longer match the locations in the compiled secondary script. The debugger won't stop at these breakpoints as you expect. Also, the code highlighted for stack frames in that script may be incorrect. You will need to re-compile the secondary script and then restart the primary script (Restart, Ctrl-HOME) to get back to a consistent state.
For multi-file debugging, we suggest detaching the Messages, Proof Context and Debugger panels so they are in separate windows. To do so, click on the arrow icon next to "Messages", select "Windows / Detach Proof" from the menu and click on "DETACH" in the Debugger panel. Note that the Debugger panel is initially attached to the Script panel of the toplevel script. Also note that, for now, the "in progress" slider is accurate only when the associated toplevel script panel is visible.
If a debugger instance is stopped in a secondary script, the debugger function keys are directed to the debugger instance associated with the primary script. The debugger doesn't attempt to support multiple instances stopped in the same secondary script. If you have a need to do this, run each debugger instance in a separate CoqIDE process/window.
Note that if you set a breakpoint in a script that may be called by multiple debugger instances, you may inadvertently find you've gotten into unsupported territory.