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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\boost_1_35_0\boost\serialization\detail\stack_constructor.hpp
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#ifndef BOOST_SERIALIZATION_DETAIL_STACH_CONSTRUCTOR_HPP #define BOOST_SERIALIZATION_DETAIL_STACH_CONSTRUCTOR_HPP // MS compatible compilers support #pragma once #if defined(_MSC_VER) && (_MSC_VER >= 1020) # pragma once #endif #if defined(_MSC_VER) && (_MSC_VER <= 1020) # pragma warning (disable : 4786) // too long name, harmless warning #endif /////////1/////////2/////////3/////////4/////////5/////////6/////////7/////////8 // collections_load_imp.hpp: serialization for loading stl collections // (C) Copyright 2002 Robert Ramey - http://www.rrsd.com . // Use, modification and distribution is 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) // See http://www.boost.org for updates, documentation, and revision history. #include
namespace boost{ namespace serialization { namespace detail { // reserve space on stack for an object of type T without actually // construction such an object template
struct stack_allocate { T * address() { return static_cast
(storage_.address()); } T & reference() { return * address(); } private: typedef BOOST_DEDUCED_TYPENAME boost::aligned_storage< sizeof(T), #if BOOST_WORKAROUND(__BORLANDC__,BOOST_TESTED_AT(0x560)) 8 #else boost::alignment_of
::value #endif > type; type storage_; }; // construct element on the stack template
struct stack_construct : public stack_allocate
{ stack_construct(Archive & ar, const unsigned int version){ // note borland emits a no-op without the explicit namespace boost::serialization::load_construct_data_adl( ar, this->address(), version ); } ~stack_construct(){ this->address()->~T(); // undo load_construct_data above } }; } // detail } // serializaition } // boost #endif // BOOST_SERIALIZATION_DETAIL_STACH_CONSTRUCTOR_HPP
stack_constructor.hpp
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