simon-git: puzzles (main): Simon Tatham
Commits to Tartarus hosted VCS
tartarus-commits at lists.tartarus.org
Thu Apr 20 19:47:41 BST 2023
TL;DR:
777dbff Turn off Leak Sanitiser in the icons build.
ce203c1 Loopy: draw even faint lines using draw_thick_line.
Repository: https://git.tartarus.org/simon/puzzles.git
On the web: https://git.tartarus.org/?p=simon/puzzles.git
Branch updated: main
Committer: Simon Tatham <anakin at pobox.com>
Date: 2023-04-20 19:47:41
commit 777dbffd4219be87190803be876ec3924aa92aee
web diff https://git.tartarus.org/?p=simon/puzzles.git;a=commitdiff;h=777dbffd4219be87190803be876ec3924aa92aee;hp=9f08986cf1b5dd58fc618e54ba45b85e7ba10cc9
Author: Simon Tatham <anakin at pobox.com>
Date: Thu Apr 20 19:38:09 2023 +0100
Turn off Leak Sanitiser in the icons build.
If you configure a Linux build of Puzzles with -fsanitize=address, it
will fail during the icons build, because the icon-maker programs leak
memory when they're run, and by default, this causes ASan to report
all the memory leaks at the end of the program *and then exit 1*.
I don't think 'just fix the memory leaks' is a viable answer. _Some_
of the leaks come from the Puzzles code, and could be fixed by being
more punctilious about freeing everything before exiting (although
that is not necessary for any actually sensible purpose and would
_only_ serve to stop Leak Sanitiser complaining). But some are outside
the Puzzles code completely, apparently from fontconfig. So even if we
fixed all the leaks we could find, we wouldn't prevent the failure
status.
When I want to build with ASan, I've been working around this by
setting ASAN_OPTIONS=detect_leaks=0 in the environment before running
the build command. Easier all round if we just do that _inside_ the
cmake setup.
icons/icons.cmake | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
commit ce203c12efe0e10445a3be56c4308db42d9086c8
web diff https://git.tartarus.org/?p=simon/puzzles.git;a=commitdiff;h=ce203c12efe0e10445a3be56c4308db42d9086c8;hp=777dbffd4219be87190803be876ec3924aa92aee
Author: Simon Tatham <anakin at pobox.com>
Date: Thu Apr 20 19:41:46 2023 +0100
Loopy: draw even faint lines using draw_thick_line.
When playing on a high-DPI screen and running Loopy at a large tile
size to compensate, the faint lines along grid edges in LINE_NO state
are exceptionally hard to see, because they're still only one pixel
wide even when everything else has been expanded.
This has been true for ages, but it's more significant now, because
the new Hats tiling mode needs a lot of counting of edges in all
states (since the hats have 14 edges in total!), and it's awkward not
to be able to see exactly where the LINE_NO edges are, or where an
edge between two other tiles meets this hat's outline.
loopy.c | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
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