Here's the text editor I use all the time these days (and base lots of forks off of): https://git.sr.ht/~akkartik/text2.love. 1200 LoC, proportional font, word-wrap, scrolling, clipboard, unlimited undo. Can edit Moby Dick.
Here's the text editor I use all the time these days (and base lots of forks off of): https://git.sr.ht/~akkartik/text2.love. 1200 LoC, proportional font, word-wrap, scrolling, clipboard, unlimited undo. Can edit Moby Dick.
https://arcan-fe.com/2025/01/27/sunsetting-cursed-terminal-e...
* While I'm building an app I want to run from a directory rather than a .love file.
* I want to pass additional arguments. Though I also extensively use drag and drop for filenames.
* I want to print() while debugging.
Why?
"Backspace is known to not work in some configurations. As a workaround, typing ctrl-h tends to work in those situations." (https://git.sr.ht/~akkartik/teliva#known-issues)
This is a problem with every TUI out there built using ncurses. "What escape code does your terminal emit for backspace?" is a completely artificial problem at this point.
There are good reasons to deal with the terminal: I need programs built for it, or I need to interface with programs built for it. Programs that deal with 1D streams of bytes for stdin and stdout are simpler in text mode. But for anything else, I try to avoid it.
If you want to do anything that's not printing unformatted text right where the cursor is, you need to print out control sequences that tell the terminal where to move the cursor or format the upcoming text. So you build weird strings, print them out and then the terminal has to parse the string to know what to do. As you can imagine this is kind of slow.
If you accidentally print a line that's too long it might break and shift the rest of the UI. That's not too bad because it's a monospaced font, so you only have to count the unicode symbols (not bytes)...until you realize chinese symbols are rendered twice as wide. Text is weird and in the terminal there is nothing but text. But to be fair it's still a lot simpler than proportional fonts and a lot of fun, but I definitely understand why someone would decide to just throw pixels on a canvas and not deal with the historical quirks.
This is a problem for accessibility software, screen readers, UI automation, voice control etc.
If you want a screen reader to announce that a menu option is selected, you need some way to signal to the OS that there's a menu open, that some text is a menu option, and that the option has the "selected" state. All serious GUI frameworks let you do this (and mostly do it automatically for native controls), so does the web.
TUIs do not (and currently can not) do this. While this is not really a problem for shells or simple Unix utilities, as they just output text which you can read with a screen reader just fine, it gets really annoying with complicated, terminal-based UIs. The modern AI coding agents are very prominent examples of how not to do this right.
Of course, that doesn't help unless/until at least one prominent terminal actually does it and a few major terminal applications adds support for it.
There's been plenty of recent innovation in terminals (e.g. support for a variety of new types of underlines to enable "squigglies" for error reporting is an example; new image support is another), and adding a code to enable more detailed key reporting the same way we have upgraded mouse event reporting over the years wouldn't be hard, and these things tends to spread quickly.
With respect to "accidentally printing a line that's too long", you can turn off auto-wrap in any terminal that supports DECAWM (\033[?7h / \033[?7l ).
That it's "kinda slow" really shouldn't be an issue - it was fast enough for hardware a magnitude slower than today. Parsing it requires a fairly simple state machine. If can't keep up with VT100/ANSI escape sequences, your parser is doing something very wrong.
The difficulty of unicode is fair enough, and sadly largely unavoidable, but that part is even worse in a GUI; the solution there is to use code to measure the rendered string, and it's not much harder to get that right for terminals either. It'd be nice if unicode had done this in a nicer way (e.g. indicated it in the encoding).
For my own terminal, I'm toying with the idea of allowing proportional text with an escape code, and make use of it in my editor. If I do, it'll be strictly limited: Indicate a start and end column where the text is proportional, and leave it to the application to specify a font and figure out the width itself.
Worst case scenario would be that you send the escape, and the editor doesn't get an escape acknowledging it has been enabled back, and falls back on monospaced text and keeps working fine in a regular terminal. This way, evolving terminal capabilities can be done fairly easily with backwards compatibility.
A simple flat array of pixels seems like a much more timeless mental model to build durable software on top of. You don't have to wonder how different computers will react to a write just off the bottom right of the screen, and so on.
People don't add capabilities to try to attract people like you who don't want terminals in the first place.
Wrapping and scrolling can be turned off on any terminal newer than the vt100, or constrained to regions. I never wonder how a different computer reacts to writing off the bottom right of the screen, because that works just fine on every terminal that matters. The actual differences are relatively minor if you don't do anything esoteric.
A "simple" flat array of pixels means you have to reimplement much of a terminal, such as attribute rendering, font rendering etc. It's not a huge amount of work, but not having to is nice.
So is the network transparency, and vnc etc. is not a viable replacement.
The rest are mutually incommensurable worldviews, and we have to agree to disagree.
For me the debate isn't about implementing a terminal vs something else. I assume one uses tools others build in either case. The question is how much the tools hinder your use case. I find a canvas or a graphical game engine (which implement fonts and so on) hinders me less in building the sorts of tools I care about building. A terminal feels like more of a hindrance.
And there is the disconnect. For a terminal app, you often don't need to.
> I find a canvas or a graphical game engine (which implement fonts and so on) hinders me less in building the sorts of tools I care about building. A terminal feels like more of a hindrance.
And for me it's the opposite. The tools I build mostly works on text. A terminal provides enough that I usually don't need any extra dependencies.
You'd have a better argument if most people built their own terminals, like I have (mine is only ~2k lines of code, however), as then there'd be a reasonable argument you're writing that code anyway. But most people don't.
Even then I'd consider it fairly specious, because the terminal code is a one off cost to give every TUI application a simple, minimal API that also gives me the ability to display their UI on every computer system built in at least the last half a century.
I write plenty of code that requires more complex UI's too, and don't try to force those into a terminal, but I also would never consider building a more complex UI for an app that can be easily accommodated in a terminal.
The problem with a lot of GPU accelerated terminals, if I had to wager a guess, is that they draw as fast as possible. Turning off GPU acceleration likely forces things to happen much slower thanks to various bottlenecks like memory bandwidth and sharing CPU time with other processes. GPU acceleration of most GUI apps puts them in a similar position as video games. It doesn't have to happen as fast as possible, and can be throttled through e.g. v-sync or lower-than-max FPS targets or turning on and off specific display features that might tax the GPU more (e.g. if shaders get involved, alpha blending is used, etc.).
The sibling comment makes a good point about compatibility and simplicity, though those don't always translate into lower power usage.
Exactly.
E.g if you want to render as fast as possible, the logical way of doing it is to keep track of how many lines have been output (the easiest, but not necessarily most efficient, way is to render to a scrollback buffer) and then separately, synced to v-sync if you prefer, start rendering from what is at the top of the virtual text-version of the screen when the rendering starts a new frame.
Do this in two threads, and you can then render to the bitmap at whatever FPS you can handle, while you can let the app running in the terminal output text as fast as it can produce it:
If the text-output thread manages to add more than one line to the end of the buffer per frame rendered to the bitmap, your output will just scroll more than one line per frame.
You've then decoupled the decision of the FPS necessary from how fast the app you're running can output text, and frankly, your FPS needs to dip fairly low before that looks janky.
> The ubiquity of frustrating, unhelpful software interfaces has motivated decades of research into “Human-Computer Interaction.” In this paper, I suggest that the long-standing focus on “interaction” may be misguided. For a majority subset of software, called “information software,” I argue that interactivity is actually a curse for users and a crutch for designers, and users’ goals can be better satisfied through other means.
But yeah if you're playing an FPS you probably want to talk to your GPU through command buffers rather than pixel buffers.
I don't consider scrolling a large page to be an "uncontrollable fit of interactivity" but it's going to struggle to stay smooth using a single, simple linear array of pixels that's manipulated solely by the CPU. If you can at least work with multiple pixel buffers and operate on them at least somewhat abstractly so that even basic operations can be pushed down to the GPU, even if you don't work directly with command buffers, that will go a long way to bridging the gap between past and future, at least for 2D interfaces.
I think you're wrong about struggling to stay smooth scrolling a large page. Maybe it was true on the original iPhone in 02007? Or it's true of complex multilayered translucent vector art with a fixed background? But it's not true of things like text with inline images.
Let's suppose that scrolling a large page involves filling a 4K pixel buffer, 3840×2160, with 32-bit color. If you have an in-memory image of the page, this is just 2160 memcpys of the appropriate 15360-byte pixel line; you're going to be memcpy-bandwidth-limited, because figuring out where to copy the pixels from is a relatively trivial calculation by comparison. On the laptop I'm typing this on (which incidentally doesn't have a 4K screen) memcpy bandwidth to main memory (not cache) is 10.8 gigabytes per second, according to http://canonical.org/~kragen/sw/dev3/memcpycost.c. The whole pixel buffer you're filling is only 33.2 megabytes, so this takes 3.1 milliseconds. (Of one CPU core.) Even at 120fps this is less than half the time required.
(For a large page you might want to not keep all your JPEGs decompressed in RAM, re-decoding them as required, but this is basically never done on the GPU.)
But what if the page is full of text and you have to rerender the visible part from a font atlas every frame? That's not quite as fast on the CPU, but it's still not slow enough to be a problem.
If you have a tree of glyph-index strings with page positions in memory already, finding the glyph strings that are on the screen is computationally trivial; perhaps in an 16-pixel-tall font, 2160 scan lines is 135 lines of text, each of which might contain five or six strings, and so you just have to find the 600 strings in the tree that overlap your viewport. Maybe each line has 400 glyphs in it, though 60 would be more typical, for a total of 55000 glyphs to draw.
We're going to want to render one texel per pixel to avoid fuzzing out the letters, and by the same token we can, I think, presuppose that the text is not rotated. So again in our inner loop we're memcpying, but this time from the font atlas into the pixel buffer. Maybe we're only memcpying a few pixels at a time, like an average of 8, so we end up calling memcpy 55000×16 ≈ 900k times per frame, requiring on the order of 10 million instructions, which is on the order of an extra millisecond. So maybe instead of 3 milliseconds your frame time is 4 milliseconds.
(It might actually be faster instead of slower, because the relevant parts of the font atlas are probably going to have a high data cache hit rate, so memcpy can go faster than 10 gigs a second.)
I did test something similar to this in http://canonical.org/~kragen/sw/dev3/propfont.c, which runs on one core of this laptop at 84 million glyphs per second (thus about 0.7ms for our hypothetical 55000-glyph screenful) but it's doing a somewhat harder job because it's word-wrapping the text as it goes. (It's using a small font, so it takes less memcpy time per glyph.)
So maybe scrolling a 4K page might take 4 milliseconds per screen update on the CPU. If you only use one core. I would say it was "struggling to stay smooth" if the frame rate fell below 30fps, which is 33 milliseconds per frame. So you have almost an order of magnitude of performance headroom. If your window is only 1920×1080, you have 1½ orders of magnitude of headroom, 2 orders of magnitude if you're willing to use four cores.
The bigger issue, though, may be rendering the text in the first place. I'm not sure how much the GPU can help there, though it is at least possible with SDL3_ttf to pass off some of the work to the GPU; I may test that as well.
Yeah, text rendering can get arbitrarily difficult—if you let it. Rotated and nonuniformly scaled text, Gaussian filters for drop shadows, TrueType rasterization and hinting, overlapping glyphs, glyph selection in cases where there are multiple candidate glyphs for a code point, word wrap, paragraph-filling optimization, hyphenation, etc. But I think that most of those are computations you can do less often than once per frame, still in nearly linear time, and computing over kilobytes of data rather than megabytes.
The font rendering gets slow if you re-render the glyphs regularly. This becomes a challenge if you render anti-aliased glyphs at sub-pixel offsets, and so make the cost of caching them get really high.
If you keep things on pixel boundaries, caching them is cheap, and so you just render each glyph once at a given size, unless severely memory constrained.
For proportional text or if you add support for ligatures etc. it can get harder, but I think for most scenarios your rendering would have a really high cache hit ratio unless you're very memory constrained.
My terminal is written in Ruby, and uses a TTF engine in Ruby, and while it's not super-fast, the font rendering isn't in the hot path in normal use and so while speeding up my terminal rendering is somewhere on my todo list (far down), the font rendering isn't where I'll spending time...
Even the worst case of rendering a full screen of text in 4k at a tiny font size after changing font size (and so throwing away the glyph cache) is pretty much fast enough.
I think this is pretty much the worst case scenario you'll run into on a modern system - Ruby isn't fast (though much faster than it was) - and running a pure Ruby terminal with a pure Ruby font renderer with a pure Ruby X11 client library would only get "worse" if I go crazy enough to write a pure Ruby X11 server as well (the thought has crossed my mind).
If I were to replace any of the Ruby with a C extension, the inner rendering loop that constructs spans of text that reuses the same attributes (colors, boldness etc) and issues the appropriate X calls would be where I'd focus, but I think that too can be made substantially faster than it currently is just by improving the algorithm used instead.
I had forgotten or didn't know that you'd also written a pure Ruby replacement for Xlib! That's pretty exciting! I'm inclined to regard X-Windows as a mistake, though. I think display servers and clients should communicate through the filesystem, by writing window images and input events to files where the other can find them. Inotify is also a botch of an API, but on Linux, inotify provides deep-submillisecond latency for filesystem change notification.
> I had forgotten or didn't know that you'd also written a pure Ruby replacement for Xlib!
That one is not all me. I've just filled in a bunch of blanks[2], mostly by specifying more packets after the original maintainer disappeared. I keep meaning to simplify it, as while it works well, I find it unnecessarily verbose. I'm also tempted to bite the bullet and write the code to auto-generate the packet handling from the XML files used for XCB.
I think there's large parts of X11 that are broken, but the more I'm looking at my stack, and how little modern X clients use of X, the more tempted I am to try to write an X server as well, and see how much cruft I could strip away if I just implement what is needed to run the clients I care about (you could always run Xvnc or Xephyr or similar if you want to run some other app).
That would make it plausible to then separate the rendering backend and the X protocol implementation, and toy with simpler/cleaner protocols...
Incidentally, last night I loaded a page containing https://news.ycombinator.com/item?id=44061550 in Fennec on my phone, and at some point when I scrolled to where some superscripts were in view, they were briefly displayed as gray boxes. My inference is that Fennec had loaded the font metrics so it could do layout but didn't do glyph rasterization until the glyphs were in view or nearly so.
> Each cell ends with a tab character. A column block is a run of uninterrupted vertically adjacent cells. A column block is as wide as the widest piece of text in the cells it contains or a minimum width (plus padding). Text outside column blocks is ignored [for layout, though it is displayed].
I think the main deficiency in his proposal is that he enforces a minimum of one space of whitespace padding on the right of his column.
I think you can avoid making that padding visible.
In terms of making this work in a terminal, what I'd imagine would be having the app still aligning things to fixed-width column boundaries, but handling the elastic tab stops based on knowing a maximum extent of a single-width character used (you'd still need to deal with the unicode mess) and setting tab stops based on that. Adding an escape to report the font extents would be easy.
I'll have to do some experiments on this... Especially as I'm the kind of maniac who likes to align multi-line spans of code in way linters will yell at.
I was thinking you could change the terminal to implement elastic tabstops so that apps written for the elastic-tabstop terminal wouldn't have to worry about font metrics. You could use ^L and ^V as delimiters to nest a whole new table inside a table cell, giving you layout capabilities comparable to the WWW before CSS, similar to how HN is laid out. Languages like C and JS that treat all whitespace the same can have ^L and ^V inserted freely in random places.
Overflow is "easy" if you assume a line is always of a reasonable max length: Just turn off wraparound, and print the whole line.
But if you want to handle super-long lines, you'd at least want a way to "clip" the text you're sending to the terminal to avoid the cost of outputting all of it to the terminal each time you're moving past it.
Depending on how, maybe the minimum width of a glyph is instead what you worry about in cases where you don't wrap.
Let's say the terminal is 80 monospaced characters wide, and you switch on proportional mode.
If you have a long line, you just want to know the maximum number of characters you should output to guarantee that the proportional region is full.
Maybe just an escape to get the terminal to report the maximum number of proportional glyphs that will fit in a given field is enough.
The worst case scenario then is a screen full of I's or 1's or similar, where maybe you spit out twice as much text that the terminal propmptly clips away, but most of the time you'd only output a few more characters than necessary, so I think that's fine.
Not sure how to cleanly extend that to allow wraparound without the app needing to be aware of the font. E.g. a text editor will want to be able to figure out which point in the text should be at the top of the screen as you scroll. Doing that with wraparound without knowing font extent would require some other way to measure. Printing a bit extra might be fine.
For non-interactive applications, none of this would matter - you'd just print everything the same way you do now, and let the terminal sort out the rest.
Maybe adding experimental support for that would be a good starting point. E.g. being able to cat a tab-separated file and get an aligned table with proportional text would be an awesome test case.
I'm now also curious how much would break if I "just" start doing proportional rendering by default when not using the alternate screen.
E.g. anything trying to do layout with spaces would obviously break, but I'm wondering if maybe it'd affect few enough non-interactive programs that making that the default, and just wrap/alias the few things that'd break. My shell already filters output of a number of commands to colorize them, like pstree, so having a small "blacklist" of programs I use that'd need to be switched back to monospaced, or filtered further, wouldn't necessary be a big deal.
Damn you for adding more things to my TODO list :-)
A lot of things would benefit from being able to output tab-separated output. (I feel like https://okmij.org/ftp/papers/DreamOSPaper.html used to have screenshots?) Things like pstree want a "dot leader" approach, where you tag a cell (with an escape sequence?) as being padded out to the column width not with whitespace but with more copies of its contents. In http://canonical.org/~kragen/sw/dev3/alglayout.py I'm doing it with the ~ operator, but that's just nesting stacks of hboxes and vboxes for layout and outputting just fixed-width ASCII, not using full-fledged tables and outputting pixels. (There's an OCaml version of that program if that would be more readable; I haven't written a Ruby version.)
My most common development environments these days:
* A live-programming infinite surface of definitions that works well on a big screen: https://git.sr.ht/~akkartik/driver.love Has minimal syntax highlighting for just Lua comments and strings.
* An environment that lets me add hyperlinks, graphics and box-and-arrow diagrams in addition to code. Also works on mobile devices. Examples: https://akkartik.itch.io/sokoban, https://akkartik.name/post/2025-03-08-devlog, https://akkartik.name/post/2025-05-12-devlog
The second set of apps are built using the first approach.