... instead of giving their numeric codepoint, following the lead of
fdaae34. So the error message for, say, '\_' mentions _ instead of 95,
and '\●' now mentions \u25cf.
Previously, the lexer calling `rdr.fatal(...)` would report the span of
the last complete token, instead of a span within the erroneous token
(besides one span fixed in 1ac90bb).
This commit adds a wrapper around `rdr.fatal(...)` that sets the span
explicilty, so that all fatal errors in `libsyntax/parse/lexer.rs` now
report the offending code more precisely. A number of tests try to
verify that, though the `compile-fail` testing setup can only check that
the spans are on the right lines, and the "unterminated string/block
comment" errors can't have the line marked at all, so that's incomplete.
Closes#9149.
This is for consistency in naming conventions.
- ``std::num::Float::NaN()`` is changed to ``nan()``;
- ``std::num::Float.is_NaN()`` is changed to ``is_nan()``; and
- ``std::num::strconv::NumStrConv::NaN()`` is changed to ``nan()``.
Fixes#9319.
This is my first contribution, so please point out anything that I may have missed.
I consulted IRC and settled on `match () { ... }` for most of the replacements.
Some of the functions could be converted to rust, but the functions dealing with
signals were moved to rust_builtin.cpp instead (no reason to keep the original
file around for one function).
Closes#2674
Because less C++ is better C++!
This is the second of two parts of #8991, now possible as a new snapshot
has been made. (The first part implemented the unreachable!() macro; it
was #8992, 6b7b8f2682.)
``std::util::unreachable()`` is removed summarily; any code which used
it should now use the ``unreachable!()`` macro.
Closes#9312.
Closes#8991.
Some of the functions could be converted to rust, but the functions dealing with
signals were moved to rust_builtin.cpp instead (no reason to keep the original
file around for one function).
Closes#2674
`deque` -> `ringbuf`, mention `extra::dlist`.
fix reference to vector method `bsearch`. Also convert all output
in example code to use `print!`/`println!`
This is a re-landing of #8645, except that the bindings are *not* being used to
power std::run just yet. Instead, this adds the bindings as standalone bindings
inside the rt::io::process module.
I made one major change from before, having to do with how pipes are
created/bound. It's much clearer now when you can read/write to a pipe, as
there's an explicit difference (different types) between an unbound and a bound
pipe. The process configuration now takes unbound pipes (and consumes ownership
of them), and will return corresponding pipe structures back if spawning is
successful (otherwise everything is destroyed normally).
r? @brson Treating a package as the thing that can have other packages depend on it,
and depends on other packages, was wrong if a package has more than one
crate. Now, rustpkg knows about dependencies between crates in the same
package. This solves the problem reported in #7879 where rustpkg wrongly
discovered a circular dependency between thhe package and itself, and
recursed infinitely.
Closes#7879
Treating a package as the thing that can have other packages depend on it,
and depends on other packages, was wrong if a package has more than one
crate. Now, rustpkg knows about dependencies between crates in the same
package. This solves the problem reported in #7879 where rustpkg wrongly
discovered a circular dependency between thhe package and itself, and
recursed infinitely.
Closes#7879
This is a re-landing of #8645, except that the bindings are *not* being used to
power std::run just yet. Instead, this adds the bindings as standalone bindings
inside the rt::io::process module.
I made one major change from before, having to do with how pipes are
created/bound. It's much clearer now when you can read/write to a pipe, as
there's an explicit difference (different types) between an unbound and a bound
pipe. The process configuration now takes unbound pipes (and consumes ownership
of them), and will return corresponding pipe structures back if spawning is
successful (otherwise everything is destroyed normally).