Until the introduction of the C++ REPL, there was always a single REPL language. The code relied on this assumption through repl_languages.GetSingularLanguage. Now that this is no longer the case, we need a way to specify a selected/preferred REPL language. This patch does that with the help of a debugger property, taking inspiration from how we store the scripting language.
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No test because this is NFC (NOC, non observable change?) upstream where there's only one supported REPL language. This is tested downstream in the Swift fork.
lldb/source/Core/Debugger.cpp | ||
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1777 | It's still relevant here (upstream) where there's only a single REPL language. The way the plugin mechanism works, anyone downstream could build LLDB with just a single REPL plugin. Because this is all done through plugins, the default REPL language is unknown. I vote to keep it around until there's a good way to set it. The latter isn't hard technically, it's just a matter of doing it in an organized way. E.g. who wins if two plugins want to be the default? | |
lldb/source/Interpreter/CommandInterpreter.cpp | ||
2265 | Similar answer to above. |
As you said in the description, this is effectively dead code. Is this to be removed in a subsequent patch?