Before this change, we were going through the chain of base classes for
each IDL interface object and having them set the prototype to their
prototype.
Instead of doing that, reorder things so that we set the right prototype
immediately in Foo::initialize(), and then don't bother in all the base
class overrides.
This knocks off a ~1% profile item on Speedometer 3.
I agree that the spec definition of this function isn't super clear
about that, but from "Web Animations 1 - 4.5. Animations"[1]:
An animation is a timing node that binds an animation effect child,
called its associated effect, to a timeline parent so that it runs. Both
of these associations are optional and configurable such that an
animation can have no associated effect or timeline at a given moment.
[1]: https://drafts.csswg.org/web-animations-1/#animations
This fixes a bug in `pause()` that canceled the pause task instead
of the play task. This issue prevented the animation from being paused
while a play task is scheduled.
Resulting in a massive rename across almost everywhere! Alongside the
namespace change, we now have the following names:
* JS::NonnullGCPtr -> GC::Ref
* JS::GCPtr -> GC::Ptr
* JS::HeapFunction -> GC::Function
* JS::CellImpl -> GC::Cell
* JS::Handle -> GC::Root
The main motivation behind this is to remove JS specifics of the Realm
from the implementation of the Heap.
As a side effect of this change, this is a bit nicer to read than the
previous approach, and in my opinion, also makes it a little more clear
that this method is specific to a JavaScript Realm.