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@@ -38,8 +38,8 @@ The threading functions have been removed, including the per-thread sleep
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function. They were fairly primitive, under-used, poorly integrated and took
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time away from the focus of GLFW (i.e. context, input and window). There are
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better threading libraries available and native threading support is available
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in both [C++11](http://en.cppreference.com/w/cpp/thread) and
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[C11](http://en.cppreference.com/w/c/thread), both of which are gaining
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in both [C++11](https://en.cppreference.com/w/cpp/thread) and
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[C11](https://en.cppreference.com/w/c/thread), both of which are gaining
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traction.
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If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
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@@ -87,7 +87,7 @@ platform-independent, as both OpenGL and stdio are available wherever GLFW is.
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@subsection moving_stdcall Removal of GLFWCALL macro
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The `GLFWCALL` macro, which made callback functions use
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[__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
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[__stdcall](https://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
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has been removed. GLFW is written in C, not Pascal. Removing this macro means
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there's one less thing for application programmers to remember, i.e. the
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requirement to mark all callback functions with `GLFWCALL`. It also simplifies
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@@ -379,7 +379,7 @@ glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
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@subsection moving_mbcs Win32 MBCS support
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The Win32 port of GLFW 3 will not compile in
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[MBCS mode](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
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[MBCS mode](https://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
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However, because the use of the Unicode version of the Win32 API doesn't affect
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the process as a whole, but only those windows created using it, it's perfectly
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possible to call MBCS functions from other parts of the same application.
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