Because I've been playing a lot with overly, token hungry, parser issues
of late, I inserted a couple of texture ID declares smack in the middle
of the triangle definition in a scene posted to this newsgroup just
prior. BOOM, CRASH, BANG!!! There too semicolons are absolutely
necessary for the parser to not get confused, but the parser issues nary
a word on the actual problem.
Once it is overeating tokens and confused, we can get all sorts of odd
error / warning messages depending on what SDL follows those
definitions. Anything from not a peep to whatever. It depends on what
tokens end up getting eaten and what remains once the parser rights itself.
The overeating condition has too the bad side effect of, occasionally,
eating warnings and errors the parser code actually did try to issue.
The problem is there all the way back to v3.7 at least - and it looks to
be a lot more of a general problem than I thought. Guess I've mostly
missed this 'elephant in the room' issue.
My habit is to pre-declare almost everything as IDs (sometimes as
macros) in a stand alone / non-mingled way. Thereafter I reference IDs
while building larger things, which often are assigned to IDs too.
Suppose people who inline most everything as raw SDL code will mostly be
OK too - will avoid the overeating.
On typos / mistakes, though, we are all exposed confusing results or
feedback from the parser when it gets overly token hungry. :-(
Having just implemented better vector related checking for lack of
semicolons, I think a general solution is unlikely in any v3.8 offering
- but I'll let the thought bounce around a while.
We should be sure we don't carry this issue to v4.0 in any case!
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