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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\boost_1_35_0\boost\fusion\algorithm\iteration\ext_\for_each_s.hpp
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/*============================================================================= Copyright (c) 2006 Eric Niebler Distributed under 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) ==============================================================================*/ #if !defined(FUSION_FOR_EACH_S_05022006_1027) #define FUSION_FOR_EACH_S_05022006_1027 #include
#include
#include
#include
#include
// fwd declarations namespace boost { namespace fusion { template
void for_each_s(Sequence& seq, F const& f); template
void for_each_s(Sequence const& seq, F const& f); }} namespace boost { namespace fusion { namespace detail { template
struct for_each_s_bind { explicit for_each_s_bind(F const &f) : f_(f) {} template
void operator ()(Sequence &seq) const { fusion::for_each_s(seq, this->f_); } template
void operator ()(Sequence const &seq) const { fusion::for_each_s(seq, this->f_); } private: F const &f_; }; template
void for_each_s(Sequence &seq, F const &f, mpl::true_) { fusion::for_each_s(fusion::segments(seq), for_each_s_bind
(f)); } template
void for_each_s(Sequence &seq, F const &f, mpl::false_) { fusion::for_each(seq, f); } }}} namespace boost { namespace fusion { namespace result_of { template
struct for_each_s { typedef void type; }; } template
inline void for_each_s(Sequence& seq, F const& f) { detail::for_each_s(seq, f, traits::is_segmented
()); } template
inline void for_each_s(Sequence const& seq, F const& f) { detail::for_each_s(seq, f, traits::is_segmented
()); } }} #endif
for_each_s.hpp
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