public void BugFixOct2016_SymbolGetRaceCondition()
{
// Bug: SymbolPool.Get used to check the symbol table contained the symbol's
// name, and then acquire a lock if it didn't. Inside the lock it assumed that _map
// would still not contain the symbol and called Add(), which threw
// KeyAlreadyExistsException when the assumption was false.
RunParallel(8, () =>
{
for (int i = 0; i < 1000; i++)
GSymbol.Get(i.ToString());
});
}
#endif