Anonymous | Login | 02-22-2019 09:51 UTC |
Main | My View | View Issues | Change Log | Docs |
Viewing Issue Simple Details [ Jump to Notes ] | [ View Advanced ] [ Issue History ] [ Print ] | ||||||||
ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||||
0000617 | [Squeak] Compiler | major | always | 12-07-04 01:12 | 07-13-05 18:46 | ||||
Reporter | andreas | View Status | public | ||||||
Assigned To | gokr | ||||||||
Priority | normal | Resolution | fixed | ||||||
Status | closed | Product Version | |||||||
Summary | 0000617: #(nil true false) potentially breaks lots of methods | ||||||||
Description |
The change in Squeak 3.7 to compile #(nil true false) no longer to the symbols #nil, #true, and #false will break any methods that relies on the former behavior and has not been fixed (and not a single method has been fixed so far). To find these methods, browse the "senders" of nil, true and false and see if they are used in a literal array. Examples currently include: ClassBuilder>>reservedNames Player>>acceptableScriptNameFrom:forScriptCurrentlyNamed: StandardScriptingSystem>>acceptableSlotNameFrom:forSlotCurrentlyNamed:asSlotNameIn:world: ColorType>>updatingTileForTarget:partName:getter:setter: DataType>>updatingTileForTarget:partName:getter:setter: EToyVectorVocabulary>>eToyVectorTable ExternalData>>fields Win32Handle>>fields X11Drawable>>fields X11GC>>fields etc. |
||||||||
Additional Information |
Most of the places can probably be fixed by simply changing #(nil true false) to #(#nil #true #false) etc. but the FFI likely needs a larger fix. |
||||||||
Attached Files |
![]() ![]() |
||||||||
|
Mantis 1.0.8[^]
Copyright © 2000 - 2007 Mantis Group
55 total queries executed. 38 unique queries executed. |