[Pythonmac-SIG] Handling bad dictionaries
bob at redivi.com
Thu Jan 15 04:53:38 EST 2004
On Jan 14, 2004, at 6:14 PM, Jack Jansen wrote:
> On 14-jan-04, at 17:50, has wrote:
>> Looks like a bug in Safari's dictionary. Script Editor, etc. show the
>> But it really ought to look something like:
>> Typical clueless Cocoa app... grr.
> Do AppScripting and aeve have a way to deal with this situation? With
> gensuitemodule it was easy: just hack the module after it was
> generated, but for the new interfaces that won't work.
> It would be nice if there was a file or module somewhere that could
> contain "edit instructions" for dictionaries known to be faulty. The
> easiest form is probably a file with instructions "if you read the
> dictionary of app X ignore entry Y" and "if you read the dictionary of
> app X please add entry Z" where Y is some identifier and Z is an
> actual entry in some intermediate form used by aeve/AppScripting.
As far as aeve goes, you can modify the class and create whatever
element/property descriptors you want after loading (but creating these
is not particularly easy). I would imagine AppScripting has similar
capabilities. A known database of faulty dictionaries is a good idea.
I had this same "edit instructions" idea for bundlebuilder.. a plist
should sit on the internet somewhere that describes packages that
require special options, such as including a dylib or forcing a whole
package to be included so __file__ data loading works. The dylib stuff
is a solved problem with my macholib version of bundlebuilder (I should
release these someday), but it still can't automagically include pygame
because it needs a ttf file from the package.
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