mem_fun -> mem_fn.
mem_fun is deprecated in C++11. Also it does everything mem_fun can do, but more conveniently.
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@ -63,7 +63,7 @@ bool AOSound::Start()
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{
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memset(realtimeBuffer, 0, sizeof(realtimeBuffer));
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thread = std::thread(std::mem_fun(&AOSound::SoundLoop), this);
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thread = std::thread(std::mem_fn(&AOSound::SoundLoop), this);
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return true;
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}
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@ -135,7 +135,7 @@ bool DSound::Start()
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dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, DSBLOCK_ENTIREBUFFER);
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memset(p1, 0, num1);
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dsBuffer->Unlock(p1, num1, 0, 0);
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thread = std::thread(std::mem_fun(&DSound::SoundLoop), this);
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thread = std::thread(std::mem_fn(&DSound::SoundLoop), this);
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return true;
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}
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@ -15,6 +15,8 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <functional>
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#include "aldlist.h"
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#include "OpenALStream.h"
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#include "DPL2Decoder.h"
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@ -52,7 +54,7 @@ bool OpenALStream::Start()
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//period_size_in_millisec = 1000 / refresh;
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alcMakeContextCurrent(pContext);
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thread = std::thread(std::mem_fun(&OpenALStream::SoundLoop), this);
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thread = std::thread(std::mem_fn(&OpenALStream::SoundLoop), this);
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bReturn = true;
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}
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else
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@ -72,7 +74,7 @@ bool OpenALStream::Start()
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PanicAlertT("OpenAL: can't find sound devices");
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}
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// Initialise DPL2 parameters
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// Initialize DPL2 parameters
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dpl2reset();
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soundTouch.clear();
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@ -101,7 +101,7 @@ bool GeckoSockServer::GetAvailableSock(sf::SocketTCP &sock_to_fill)
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recv_fifo = std::queue<u8>();
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send_fifo = std::queue<u8>();
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}
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clientThread = std::thread(std::mem_fun(&GeckoSockServer::ClientThread), this);
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clientThread = std::thread(std::mem_fn(&GeckoSockServer::ClientThread), this);
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client_count++;
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waiting_socks.pop();
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sock_filled = true;
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@ -264,7 +264,7 @@ bool Wiimote::Connect()
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// Set LEDs
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SetLEDs(WIIMOTE_LED_1 << index);
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m_wiimote_thread = std::thread(std::mem_fun(&Wiimote::ThreadFunc), this);
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m_wiimote_thread = std::thread(std::mem_fn(&Wiimote::ThreadFunc), this);
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// This isn't as drastic as it sounds, since the process in which the threads
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// reside is normal priority. Needed for keeping audio reports at a decent rate
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@ -70,7 +70,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = std::thread(std::mem_fun(&NetPlayClient::ThreadFunc), this);
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m_thread = std::thread(std::mem_fn(&NetPlayClient::ThreadFunc), this);
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}
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}
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else
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@ -38,7 +38,7 @@ NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayUI*
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is_connected = true;
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m_selector.Add(m_socket);
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m_thread = std::thread(std::mem_fun(&NetPlayServer::ThreadFunc), this);
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m_thread = std::thread(std::mem_fn(&NetPlayServer::ThreadFunc), this);
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}
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else
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is_connected = false;
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@ -134,7 +134,7 @@ UDPWiimote::UDPWiimote(const char *_port, const char * name, int _index) :
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initBroadcastIPv6();
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std::lock_guard<std::mutex> lk(d->termLock);
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d->thread = std::thread(std::mem_fun(&UDPWiimote::mainThread), this);
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d->thread = std::thread(std::mem_fn(&UDPWiimote::mainThread), this);
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return;
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}
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