> Current multi-CPU emulators tend to have a structure full of the CPU
state,
> which is effectively treating it as an object. The big difference is that
> they're accessing a fixed global location for the structure, and the state
> to use is copied in and out of that location around where the CPU
emulation
> is run. It means there's no 'this' baggage to pass around and things stay
> lean.
That's it.
I call it object, when I can get pointer to it, serialize and store it to a
file, etc.
How can I save CPU to a file?
;-)))
> > How we can discuss this, when you is the only man who have seen
> > the source code?
>
> er, but know of at least 7 people with the source code! I've sent it on
> request to everyone who's asked for it, except recently when Adrian asked
> and it was not in the best of shape (as Dave Laundon can confirm!).
> Actually, you've never contacted me to ask for the source anyway!
I have never contacte you?
What?
I have never asked?
What what what?
I'm affraid I surely don't know this part of me.
Could you take me up with me?
;-)
> 320x240 mode is no longer used, leaving 640x480 for pretty much everything
> (except the 5:4 full-screen mode, which needs 800x600 is needed to see the
> full visible area).
What's that?
> > Of course.
> > But I preffer classes with static methods over namespaces (dots,
> > instead of 4-dots :)))
>
> hmmm, but C++ uses the same notation for namespace and static methods -
> namespaces seem to fit things better at the moment too.
Look at the sample:
class SomeClass {
static void do_nothing() {}
) static_module;
static_module.do_nothing();
---
Aley