You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: attrs.rs
    path of file: ./repos/glium/tests
    
    the code of the file until where you have to start completion: #[macro_use]
extern crate glium;

use glium::Surface;
use glium::index::PrimitiveType;

mod support;

#[test]
#[should_panic(expected = "The program attribute `field1` does not match the vertex format")]
fn attribute_types_mismatch() {
    let display = support::build_display();

    #[derive(Copy, Clone)]
    struct Vertex {
        field1: [f32; 4],
    }

    implement_vertex!(Vertex, field1);

    let vertex_buffer = glium::VertexBuffer::new(&display, &Vec::<Vertex>::new()).unwrap();
    let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::Points,
                                               &Vec::<u16>::new()).unwrap();

    let program = program!(&display,
        140 => {
            vertex: "
                #version 140

                attribute vec2 field1;

                void main() {
                    gl_Position = vec4(field1, 0.0, 1.0);
                }
            ",
            fragment: "
                #version 140
                out vec4 color;
                void main() {
                    color = vec4(0.0, 0.0, 0.0, 1.0);
                }
            "
        },
        110 => {
            vertex: "
                #version 110

                attribute vec2 field1;

                void main() {
                    gl_Position = vec4(field1, 0.0, 1.0);
                }
            ",
            fragment: "
                #version 110
                void main() {
                    gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
                }
            "
        },
        100 => {
            vertex: "
                #version 100

                attribute mediump vec2 field1;

                void main() {
                    gl_Position = vec4(field1, 0.0, 1.0);
                
    
        fn $name() {
            let display = support::build_display();

            #[derive(Copy, Clone)]
            struct Vertex {
                field1: $attr_ty,
            }

            implement_vertex!(Vertex, field1);

            let vertex_buffer = glium::VertexBuffer::new(&display, &[
                                                             Vertex { field1: $value }
                                                         ]).unwrap();
            let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::Points,
                                                       &[0u16]).unwrap();

            let program = program!(&display,
                140 => {
                    vertex: &format!("
                        #version 140

                        in {} field1;

                        void main() {{
                            gl_Position = {};
                        }}
                    ", $glsl_ty, $gl_pos),
                    fragment: "
                        #version 140
                        out vec4 color;
                        void main() {
                            color = vec4(0.0, 0.0, 0.0, 1.0);
                        }
                    "
                },
                110 => {
                    vertex: &format!("
                        #version 110

                        attribute {} field1;

                        void main() {{
                            gl_Position = {};
                        }}
                    ", $glsl_ty, $gl_pos),
                    fragment: "
                        #version 110
                        void main() {
                            gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
                        }
                    "
                },
                100 => {
                    vertex: &format!("
                        #version 100

                        attribute lowp {} field1;

                        void main() {{
                            gl_Position = {};
                        }}
                    ", $glsl_ty, $gl_pos),
                    fragment: "
                        #version 100
                        void main() {
                            gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
                        }
                    "
                }
            ).unwrap();

            // drawing a frame
            let mut target = display.draw();
            target.draw(&vertex_buffer, &index_buffer, &program, &glium::uniforms::EmptyUniforms,
                        &Default::default()).unwrap();
            target.finish().unwrap();

            display.assert_no_error(None);
        }