MAMEWorld >> EmuChat
View all threads Index   Flat Mode Flat  

Bryan Ischo
MAME Fan
Reged: 03/28/10
Posts: 358
Send PM
Re: I think this was the necessary part of your post....
10/04/11 03:05 AM


> > So I should only post things that you think are necessary? OK I'll PM you next time
> I
> > want to post and you can edit for me. Thanks.
>
> No, he means that your criticism of the C++ conversion of the input system validates
> his claim that MAMEdev suck and we should rewrite the project in x86 assembly.

I think you are being facetious, but just to be clear: I did not intend to criticize the C++-ification of MAME. It has been a pain for me as I mentioned but I certainly realize and accept that it is the right thing for the project and that it has benefits for all of the other developers. Mostly I was just looking for a little pity and also I was looking just to communicate; I have been working on a project based on MAME for a year and a half now with almost no outlet to talk about it at all, and sometimes I just want to vent because there is no where else to do so.

For what it's worth, I figured everything out without resorting to having to ask to have the new structure explained to me, which is what I thought I was going to have to do and my original post was intended to be a lead-in to this process.

I get tons of memory leaks with the new input system, as reported by valgrind; it seems that once the input objects for a given game have been instantiated they kind of never go away; I am not sure why. This could certainly be an artifact of the way that I am using them, although I don't quite know how. The only objects that I create are a global driver_enumerator created with:


Code:


emu_options options;
driver_enumerator *g_drivers = global_alloc(driver_enumerator(options));



Then various objects get hung off of that as I iterate over the drivers, get the machineconfig for each, initialize the ioport_list for each of its devices, and then inspect the contents thereof.

I would expect that since these are all hung off of the same driver_enumerator, and that it was created with global_alloc which sets the object up to be deleted at exit, that I would not get any memory leaks reported by valgrind. But I still do. Weird.

Edited by Bryan Ischo (10/04/11 03:05 AM)







Entire thread
Subject Posted by Posted on
* Dev question: is ioport_group redundant? Bryan Ischo 09/30/11 11:53 PM
. * I think this was the necessary part of your post.... mogli  10/03/11 01:41 AM
. * Re: I think this was the necessary part of your post.... Bryan Ischo  10/03/11 06:06 PM
. * Re: I think this was the necessary part of your post.... R. Belmont  10/03/11 06:33 PM
. * Re: I think this was the necessary part of your post.... Bryan Ischo  10/04/11 03:05 AM
. * Re: I think this was the necessary part of your post.... R. Belmont  10/04/11 04:28 PM
. * Re: I think this was the necessary part of your post.... Bryan Ischo  10/04/11 06:38 PM
. * Re: I think this was the necessary part of your post.... Vas Crabb  10/04/11 02:45 AM
. * Re: I think this was the necessary part of your post.... mogli  10/05/11 12:26 AM
. * Re: Dev question: is ioport_group redundant? etabeta  10/01/11 12:36 PM
. * Re: Dev question: is ioport_group redundant? R. Belmont  10/03/11 04:10 PM

Extra information Permissions
Moderator:  Robbbert, Tafoid 
1 registered and 298 anonymous users are browsing this forum.
You cannot start new topics
You cannot reply to topics
HTML is enabled
UBBCode is enabled
Thread views: 1196