It was referring to Objective-C categories vs. subclasses.
I'm really glad I don't have to know anything further about
Objective-C :)
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3202 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
counts. Thanks to Spiceware for the idea and implementation.
Tweaked 'MDM' autodetection; the identifying string can be in
either bank 0 or bank 1 (or both).
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Changed next version # to 4.6.5; 4.7 will include improved paddle
emulation, but it's not ready yet.
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old RamWidget. Class RawWidget is now an abstract base class
to RiotRamWidget and CartRamWidget, allowing to share quite a lot
of code. In the process, both classes now implement input from
the binary and decimal widgets, not just the DataGridWidget.
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Changed valid() method Serializer to an explicit bool() operator,
to function similar to C++ streams.
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even though their respective compilers don't yet support detecting
errors with inconsistent override usage.
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version of Xcode doesn't warn about 'override' issues, so adding
override to the codebase doesn't help compilation in OSX.
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C++11 keyword. This makes developing/maintaining class hierarchies
more manageable.
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certain other events. A small change to be sure, but the name more
appropriately describes what the event does.
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a memory leak where the Console was never being deleted.
For FSNode read, change 'uInt8[]' arrays to BytePtr, which is an alias to
a unique_ptr array. Again, this enables automatic deletion when the object
goes out of scope.
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Added updated C++14 make_unique templates, which now allow to also
use unique_ptr for arrays.
Updated SoundSDL class to use unique_ptr, eliminating another new/delete
pair.
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For those reading these logs, I hope to get back to Stella development soon.
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Introduce namespace to class MD5, so the method call is now MD5::hash()
instead of simply MD5().
Added C++11 '= delete' constructors to most classes, to more clearly
indicate the intent of the class. Note that this isn't absolutely
necessary, but is considered good form. I will be teaching a C++ class
over the summer using Stella for examples, so it makes sense to follow
the standard and the textbook recommendations :)
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Now that there are no dirty updates, remove redundant calls to draw();
calling setDirty() is now sufficient to get the changes shown in the
next frame. This is also slightly faster, since redrawing is done
only when necessary.
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write 'silence' to the sound card until there is available data to use.
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on every call to FrameBuffer::update(). This will the same CPU usage for TIA mode,
and a slight increase CPU usage for launcher and debugger modes. The code to do
this was just too fragile, and not worth the extra effort.
This fixes several rendering issues, such as garbage in fullscreen mode in Linux
when using Intel GPU, triple-buffering issues in Windows, etc.
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