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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\boost_1_35_0\boost\mpl\aux_\config\adl.hpp
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#ifndef BOOST_MPL_AUX_CONFIG_ADL_HPP_INCLUDED #define BOOST_MPL_AUX_CONFIG_ADL_HPP_INCLUDED // Copyright Aleksey Gurtovoy 2002-2004 // // 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) // // See http://www.boost.org/libs/mpl for documentation. // $Source$ // $Date: 2004-09-16 10:09:12 -0400 (Thu, 16 Sep 2004) $ // $Revision: 25148 $ #include
#include
#include
#include
// agurt, 25/apr/04: technically, the ADL workaround is only needed for GCC, // but putting everything expect public, user-specializable metafunctions into // a separate global namespace has a nice side effect of reducing the length // of template instantiation symbols, so we apply the workaround on all // platforms that can handle it #if !defined(BOOST_MPL_CFG_NO_ADL_BARRIER_NAMESPACE) \ && ( BOOST_WORKAROUND(BOOST_MSVC, BOOST_TESTED_AT(1400)) \ || BOOST_WORKAROUND(__BORLANDC__, < 0x600) \ || BOOST_WORKAROUND(__DMC__, BOOST_TESTED_AT(0x840)) \ || BOOST_WORKAROUND(__MWERKS__, BOOST_TESTED_AT(0x3202)) \ || BOOST_WORKAROUND(BOOST_INTEL_CXX_VERSION, BOOST_TESTED_AT(810)) \ ) # define BOOST_MPL_CFG_NO_ADL_BARRIER_NAMESPACE #endif #endif // BOOST_MPL_AUX_CONFIG_ADL_HPP_INCLUDED
adl.hpp
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