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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\boost_1_35_0\boost\tr1\array.hpp
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// (C) Copyright John Maddock 2005. // Use, modification and distribution are subject to the // Boost Software License, Version 1.0. (See accompanying file // LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) #ifndef BOOST_TR1_ARRAY_HPP_INCLUDED # define BOOST_TR1_ARRAY_HPP_INCLUDED # include
#ifdef BOOST_HAS_TR1_ARRAY # include BOOST_TR1_HEADER(array) #else #include
#include
#include
#include
namespace std{ namespace tr1{ using ::boost::array; #if !BOOST_WORKAROUND(__BORLANDC__, < 0x0582) // [6.1.3.2] Tuple creation functions using ::boost::swap; #endif #if !defined(BOOST_TR1_USE_OLD_TUPLE) }} namespace boost{ namespace fusion{ #endif // [6.2.2.5] Tuple interface to class template array template
struct tuple_size; // forward declaration template
struct tuple_element; // forward declaration #ifndef BOOST_NO_TEMPLATE_PARTIAL_SPECIALIZATION template
struct tuple_size< ::boost::array
> : public ::boost::integral_constant< ::std::size_t, N>{}; template
struct tuple_element
> { #if !BOOST_WORKAROUND(__BORLANDC__, BOOST_TESTED_AT(0x570)) BOOST_STATIC_ASSERT(I < (int)N); BOOST_STATIC_ASSERT(I >= 0); #endif typedef T type; }; #endif template
T& get( ::boost::array
& a) { BOOST_STATIC_ASSERT(I < N); BOOST_STATIC_ASSERT(I >= 0); return a[I]; } template
const T& get(const array
& a) { BOOST_STATIC_ASSERT(I < N); BOOST_STATIC_ASSERT(I >= 0); return a[I]; } #if !defined(BOOST_TR1_USE_OLD_TUPLE) }} namespace std{ namespace tr1{ using ::boost::fusion::tuple_size; using ::boost::fusion::tuple_element; using ::boost::fusion::get; #endif } } // namespaces #endif #endif
array.hpp
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