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Re: osacompile
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Re: osacompile


  • Subject: Re: osacompile
  • From: Luther Fuller <email@hidden>
  • Date: Tue, 8 Nov 2005 15:20:05 -0600

has replied ...
 >how does the editor know [if a script is editable]?

By calling the OSA's OSAGetScriptInfo() function with the kOSACanGetSource selector. See:

http://developer.apple.com/documentation/Carbon/Reference/Open_Scripti_Architecture/Open_Script_Arch/chapter_1.2_section_4.html

You could write an osax to do this; it'd be about a half dozen lines of C code.

Interesting. But, is there any way to install the osax in my application bundle instead of a ScriptingAdditions folder? (and its been years since I've written C code)


and again replied ...
>The reason I needed to read the 'run-only' flag of a file,
if such a thing exists, was so that I could avoid compiling
an already compiled script with osacompile.

Why? It's perfectly legal to pass a compiled script to osacompile. Anyway, the 'run-only' flag won't tell you if a file is a compiled script or not, only if a compiled script can be decompiled or not. I'd suggest just passing whatever gets dropped straight to osacompile and let it worry about what's acceptable or not, and handling any errors it raises as required.

Yes, it's legal and I would know exactly what had happened if I were to accidentally compile a run-only AppleScript application. But I don't want to pass this along to users. Actually, the chances of this happening to a user is small, but I would have to write an additional paragraph in the documentation just to explain it, which is a sure invitation for someone to try it.


I need to decide whether the handler I'm rewriting should:
1. continue to use Script Editor to compile scripts; or
2. switch to osacompile.

Both seem to work equally well, except Script Editor has a visual distraction when the script editing window opens, then immediately closes, while osacompile has the little problem we've been discussing. I'm leaning toward staying with Script Editor.
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