Hi All,

I am using qx 0.6.5 and the skeleton make file.

In my app I have a javascript method that runs in the "make source" app which 
is broken in the "make build" app.

I have spent a while comparing the source and compressed versions of the 
method, and it is not obvious (to me) why the compressed version should be 
broken.

The line of code that fails in the "make build" app is:  eval(callbackScript);


Here is the (trimmed) uncompressed code:

qx.Proto.waitForMapManager = function(callbackObj, callbackMethodName, 
callbackArgsKey)
{
  ...

  // Check whether our MapManager exists yet
  if (this.getMapManager() != null)
  {
    // Lookup any (optional) callback args
    var args = callbackObj.getUserData(callbackArgsKey);

    // Invoke our callbackObj
    var callbackScript = "callbackObj." + callbackMethodName + "(args);"
    eval(callbackScript);
  }
  else
  {
  ...

  }
}



Here is the compressed code:

qx.Proto.waitForMapManager=function($0,$1,$2){var $3=false;
var $4=false;
if($0&&$0.getUserData){$3=true;
if($1){if($0[$1]){$4=true;
}}}if(!$3||!$4){this.warn($[1634]);
return;
}if(this.getMapManager()!=null){var $5=$0.getUserData($2);
var $6=$[1023]+$1+$[1572];
eval($6);
}else{var $7=this._hashCode;
setTimeout(function(){var $8=qx.core.Object._db[$7];
$8.waitForMapManager($0,$1,$2);
$0=null;
},100);
}};


The line of code that fails in the "make build" app is:  eval(callbackScript);


It is tempting to blame the recursive setTimeout in the else block.  However, I 
am confident that eval(callbackScript); fails even without ever entering the 
else block.

Does anyone have any ideas why this could be happening?



Thanks,



Simon




p.s. If anyone has an alternate implementation of "wait" it would be 
interesting to see :)




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