This is generated for Identifier nodes that represent a function
argument variable. It loads a given argument index from the current
call frame into the accumulator.
Instead of doing a generic scoped variable lookup, function arguments
now go directly to the call frame arguments list.
This is a huge speedup on everything that uses arguments. :^)
Previously, default argument values would only show up when accessing
the argument by parameter name. This patch makes us write them back
into the call frame so they can be accessed via VM::argument() as well.
This patch adds an "argument index" field to Identifier AST nodes.
If the Identifier refers to a function parameter in the currently
open function scope, we stash the index of the parameter here.
This will allow us to implement much faster direct access to function
argument variables.
When you invoke a binary with a shebang line, the `execve` syscall
makes sure to pass along command line arguments to the shebang
interpreter including the path to the binary to execute.
This does not work well when the binary lives in $PATH. For example,
given this script living in `/usr/local/bin/my-script`:
#!/bin/my-interpreter
echo "well hello friends"
When executing it as `my-script` from outside `/usr/local/bin/`, it is
executed as `/bin/my-interpreter my-script`. To make sure that the
interpreter can find the binary to execute, we need to replace the
first argument with an absolute path to the binary, so that the
resulting command is:
/bin/my-interpreter /usr/local/bin/my-script
This fixes#7792.
The visual glitches with card corners, and the screen-clear when
opening a menu, were both caused by the widgets having
`fill_with_background_color` set. We need that set most of the time,
so we just disable it for the duration of the game-over animation.
Also resove a FIXME that no longer applies. :^)
Previously, the timer started if you clicked within the game area,
whether that was on a card or not. Now, we only start when you click
on a card or otherwise attempt a move.
As a bonus, we now immediately update the status bar time indicator
on game start, instead of having to wait until 1 second has elapsed.
Previously, if a tab-move moved all the remaining cards to the
foundations, the game would not notice until you moved a card
away and then back again.
I had to add a 1-frame delay to starting the animation, so that it
would have time to re-paint the foundation in that case.
We were doing a *lot* of string-to-int conversion while creating a new
global object. This happened because Object::put() would try to convert
the property name (string) to an integer to see if it refers to an
indexed property.
Sidestep this issue by using PropertyName for the CommonPropertyNames
struct on VM (vm.names.foo), and giving PropertyName a flag that tells
us whether it's a string that *may be* a number.
All CommonPropertyNames are set up so they are known to not be numbers.
Some of the code assumed that chars were always signed while that is
not the case on ARM hosts.
Also, some of the code tried to use EOF (-1) in a way similar to what
fgetc() does, however instead of storing the characters in an int
variable a char was used.
While this seemed to work it also meant that character 0xFF would be
incorrectly seen as an end-of-file.
Careful reading of fgetc() reveals that fgetc() stores character
data in an int where valid characters are in the range of 0-255 and
the EOF value is explicitly outside of that range (usually -1).