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auto_link_warchive.hpp - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\boost_1_35_0\boost\archive\detail\auto_link_warchive.hpp
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#ifndef BOOST_ARCHIVE_DETAIL_AUTO_LINK_WARCHIVE_HPP #define BOOST_ARCHIVE_DETAIL_AUTO_LINK_WARCHIVE_HPP // MS compatible compilers support #pragma once #if defined(_MSC_VER) && (_MSC_VER >= 1020) # pragma once #endif /////////1/////////2/////////3/////////4/////////5/////////6/////////7/////////8 // auto_link_warchive.hpp // // � Copyright Robert Ramey 2004 // 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 library home page at http://www.boost.org/libs/serialization //----------------------------------------------------------------------------// // This header implements separate compilation features as described in // http://www.boost.org/more/separate_compilation.html // enable automatic library variant selection ------------------------------// #include
#if !defined(BOOST_WARCHIVE_SOURCE) \ && !defined(BOOST_ALL_NO_LIB) && !defined(BOOST_SERIALIZATION_NO_LIB) // Set the name of our library, this will get undef'ed by auto_link.hpp // once it's done with it: // #define BOOST_LIB_NAME boost_wserialization // // If we're importing code from a dll, then tell auto_link.hpp about it: // #if defined(BOOST_ALL_DYN_LINK) || defined(BOOST_SERIALIZATION_DYN_LINK) # define BOOST_DYN_LINK #endif // // And include the header that does the work: // #include
#endif // auto-linking disabled #endif // ARCHIVE_DETAIL_AUTO_LINK_ARCHIVE_HPP
auto_link_warchive.hpp
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