> > 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)
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